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Night Shift +MLO

 ESX  QBCore  QBox
  • 24-Room Custom MLO Lantern 24 Food & Fuel, inside and out
  • Spot the Doubles ID cards, the registry, and five questions
  • Co-op Crews 1–3 players, up to 6 crews at once
  • The Hunt A blind monster that hunts by sound
  • 13 Story Nights Four endings, then Endless
  • Real Bank Pay Paid every night, capped per day

This product comes with an escrowed library dependency.

Price
64.99€
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The Night Shift Board

The Night Shift Board

Every shift starts at the Hollow Pines Transit board. Start a story run or an Endless shift, bring your friends, and catch the bus out to Lantern 24.

  • Story or Endless — 13 story nights with four endings, then Endless shifts for the leaderboard.
  • Crew Code — Friends join with a 6-letter code, or invite the players standing next to you.
  • Co-op Crews — Crews of 1 to 3 players (configurable up to 4), and up to 6 crews on shift at once, each in its own routing bucket.
  • Who Is Waiting at Home? — Every new story run starts with a pet: a puppy, a husky, a kitten, or a hen. Its vet bills are why you need the money.
  • Three Runs Each — Every player keeps up to three story runs and can continue any of them.
  • Leaderboards — The best story and Endless runs, with the top five on the board.
  • Comfort Settings — Each player sets scare intensity, reduced flashes, arachnophobia mode, subtitle size, and scare volume.
Catch the Night Bus

Catch the Night Bus

The night bus drops the crew at Lantern 24, and at dawn it is the only way home.

  • Night Line 13 — The crew rides the coach out and steps off under the fuel canopy.
  • 13 Story Nights — December 1 to 13, 1993, each with its own title card, from The New Crew to The Last Shift.
  • 24-Room Custom MLO — The store, fuel canopy, office, break room, walk-in cooler, loading bay, cellar, and more, all included.
  • It Gets Worse — Every few nights the fog closes in, the trees move closer, and the store decays a little more.
  • The Bus Home — Call the bus after the closing checklist. It waits four minutes, and anyone late costs the store $5.
  • The Wrong Bus — From night 6, take a good look at the driver before you get on.
  • Real Pay — Every night ends on an End-of-Shift Slip that pays straight into the bank.
The Manager Calls

The Manager Calls

The store phone rings with orders from the manager, Mr. Dunleavy. Not every call comes from him.

  • Mr. Dunleavy — The manager calls with the night’s rules, like how many customers the schedule says are coming.
  • Count Them — Some nights, the number of customers who walk in matters.
  • Manager Jobs — From night 3 he asks for quick jobs that pay $10 to $30 if you finish them within 60 seconds.
  • No Number — Some calls come from somewhere out in the woods.
  • The Payphone — Something whispers from the payphone outside, and on night 12 only the host can answer the call.
  • New Mail — Memos, BLC notices, vet bills, and Order-Line receipts land in the store PC’s mail.
  • To-Do List — The note on the HUD tracks deliveries, chores, and the closing checklist.
Check Every Customer

Check Every Customer

Doubles look exactly like real people. Check each card against the registry, ask your questions, then ring them up, or don’t.

  • The ID Card — Name, date of birth, height, eyes, address, issue and expiry dates, signature, and photo.
  • The Registry — Look the name up on the store PC and compare both photos with the face in front of you.
  • Five Questions — Talk, verify, ask about their record or their people, or test them on the news in the Ledger. Small talk is free.
  • Tells & Red Herrings — 27 kinds of tells give a double away, and 19 harmless quirks make real people look wrong.
  • Bag Every Item — Scan and bag the groceries, then complete the sale.
  • Harder Every Night — 2 doubles on night 1, 6 on night 13, and the tells get subtler as the run goes on.
  • Refuse Service — A refused customer still walks out, and turning away a real person costs the store’s rating.
The Revolver Under the Counter

The Revolver Under the Counter

Refusing a double doesn’t stop it walking out. The revolver under the counter does.

  • The Gun Case — The sheriff hands over the key on night 1. Otherwise the case unlocks four minutes after opening.
  • Counter Revolver — Six rounds a cylinder, and a head shot does double damage.
  • Every Escape Counts — A double that walks out, served or refused, brings the Weaver to the store after closing.
  • Paid per Double — Every double you stop adds $30 to the crew’s real pay.
  • Shoot a Human — It costs $30 of store funds, half a star, and $60 off the shooter’s own pay. Three in one night is a strike.
  • Three Strikes — Missed targets and dead customers add up, and three strikes means you’re terminated.
  • Toilet Paper — Throw rolls to chase a thief away. Enough hits will even drop a double.
The Truthglass

The Truthglass

From night 9 a magnifying glass sits by the register. Raise it, look through it, and a double shows what it really is.

  • Raise the Glass — Pick it up at the register and look down the line through it.
  • No Face — Skin pulled tight where the face should be, or a head that bends and stretches like warm taffy.
  • Something Else — A cat where the customer stands, a pale thing curled around the spine, or a hatchet in its back.
  • Nobody There — An empty space with the groceries floating, or a grinning snowman.
  • Up to 15 m — Check customers before they reach the counter.
  • Endless Too — In Endless the glass shows up from night 5.
  • Looking Back — Sometimes the thing in the glass is staring straight back at you.
Order-Line

Order-Line

The store PC runs LanternOS 3.1. Spend the store’s takings on Order-Line, and the goods come on the next truck if someone opens the bay gate.

  • LanternOS 3.1 — Registry, Plates, Order-Line, Mail, Reviews, and Cameras on one desktop.
  • Hunt Arsenal — A second revolver, a Micro SMG, a double-barrel shotgun, a weed burner, Molotovs, pipe grenades, remote charges, landmines, a bat, an axe, and a crowbar.
  • Traps & First Aid — Stun mines, bear traps, medkits, and bandages.
  • Upgrades — A work backpack (+1 slot), thermal underwear (+25 HP), a security scanner gate, and a water hose.
  • Supplies & Decor — Planks for the doors, product boxes for the shelves, and 19 decorations that lift the store’s rating.
  • New Prices Nightly — Prices change every night, with three refreshes.
  • The Truck — Orders arrive about 90 seconds later. Someone has to pull the bay gate chain, or the driver leaves with the boxes.
Something Is Coming

Something Is Coming

Let a double walk out and the Weaver follows it back. When the last customer leaves, the power dies and the crew has 60 seconds to get ready.

  • Power Out — The store goes dark and red, and the countdown starts.
  • Flashlights — Every crew member gets one.
  • The Arsenal Opens — The weapon wall rolls up with everything bought on Order-Line.
  • Board the Doors — Nail two planks across each door to slow it down.
  • Spare Revolvers — The arsenal always holds three spare revolvers, free for the crew.
  • Red Moon — On nights 5 and 10 it comes anyway, and the arsenal stays shut until its patience is half gone.
  • A Clean Night — Stop every double and there is no Hunt at all.
Hide

Hide

There are twelve hiding places around the store. Get in, keep quiet, and hold your breath when it walks past.

  • 12 Hiding Spots — Under the counter, the office, four lockers, behind the cans in the cooler, three vents, the cellar, and the dumpster.
  • Through the Louvers — From a locker you watch the hall through the slats of the door.
  • Hold Your Breath — Press SPACE when something is within 4 m, for up to 6 seconds.
  • Not for Long — With the Weaver inside you get 10 seconds before you have to move, and it hears you leave.
  • Catch Your Breath — Five seconds before you can hide again.
  • Noisy Doors — A locker can be heard 6 m away, the dumpster 10 m.
  • Safer Spots — It finds half the people hiding under the counter. It never checks the vents or the cellar.
It Is Inside

It Is Inside

The Weaver is blind and hunts by sound: footsteps, gunshots, and your voice on voice chat. Stay alive until it loses interest.

  • Hunts by Sound — Walking carries 4 m, sprinting 14 m, a gunshot 40 m. Crouch and it barely hears you.
  • Voice Chat Counts — Talking on pma-voice is heard, up to 15 m away.
  • It Is Losing Interest — Hold out until its patience runs out and it wanders off, then clear the stragglers.
  • Fight Back — Fire does over three times the damage, and traps, landmines, and the arsenal buy you time.
  • It Brings Company — The Wailer screams and lunges, the Stillman only stops while it is seen and lit, and Mister Tock comes out when his music box finishes.
  • Down, Not Out — A teammate revives you with a 6-second hold, once a night.
  • The Last Shift — Night 13 brings something that can’t be killed and stays out of the light.