Night Haul Complete Walkthrough: Three Roads, Sixteen Checkpoints and the Time Budget for Every Leg

Night Haul Complete Walkthrough: Three Roads, Sixteen Checkpoints and the Time Budget for Every Leg
Header illustration generated for this article with an AI image model. It is promotional art, not an in-game screenshot.

What this covers: the pace for every leg of all three roads, what to do around each of the four checkpoints, where a nitro charge belongs, how to recover in the seconds after a contact, and the order in which to chase a fastest time. There is no story to spoil here, only driving.

The game runs at https://yexing.gamestrategists.com/ and the hub page is at https://gamestrategists.com/games/yexing/. Every figure below can be read off the screen: a 36-second start, +20 per checkpoint, 30.0 km per road, checkpoints at 16% / 36% / 58% / 80%, 18 cars, three nitro charges.

One: four things to hold on to

  1. A run is one road, not an endless run. Cover 30 km and you arrive; let the clock hit zero and the run is settled where you stopped. Arriving records a time; being collected only reports how far you got.
  2. Only checkpoints give time, 20 seconds each, and they refill all three charges. Nothing else adds a second.
  3. There are two speeds: 240 km/h cruising, 320 km/h on nitro. Off the throttle you fall back to 150, off the road you are pushed down to 95, and a crash cuts you to 45% of whatever you were doing.
  4. A crash does not end the run. It only hands time back, so do not panic-restart unless you have already written the run off.

Two: how 116 seconds is spent over 30 km

This is the table worth learning first. Thirty kilometres at a steady 240 km/h takes about 81 seconds, and the clock can give you at most 36 + 20 × 4 = 116. That leaves 35 seconds of tolerance, and three things eat it: the shoulder, contacts, and a charge spent in a corner.

PointDistanceAt 240 km/hClock after the checkpoint (clean run)
Start0 km0 s36 s
Checkpoint 14.8 kmabout 13 sabout 23 + 20 = 43 s
Checkpoint 210.8 kmabout 29 sabout 27 + 20 = 47 s
Checkpoint 317.4 kmabout 47 sabout 29 + 20 = 49 s
Checkpoint 424.0 kmabout 65 sabout 31 + 20 = 51 s
Finish30.0 kmabout 81 sabout 35 s

Those remainders assume a clean run at 240 throughout. If you reach the last checkpoint with more than thirty seconds in hand, the run was tidy; if you arrive with twelve, something cost you two separate speed losses. The clock is the best self-diagnosis this game has — it tells you where you drove badly without a replay.

Three: the three moves before a corner

Everything else grows out of these:

The most expensive habit is sawing at the wheel mid-corner: the car weaves, speed bleeds away, and you have to rebuild it on the way out. Losing half a car length at turn-in is cheaper than fighting the wheel at the apex.

Know what the shoulder costs. Running wide drops you to about 95 km/h, shakes the frame, and forces a fresh acceleration once you are back on the tarmac; climbing from 95 to 240 takes several seconds. One long corner spent on the shoulder usually costs more than one crash, because a crash takes speed once while a shoulder takes it continuously.

Four: the pace of each road

Corner sequences are fixed, so a road is the same every time you open it and can be learned. The plan below is organised by checkpoint rather than by corner number: individual corners differ, but the work between two checkpoints does not.

City: the densest corners, and the place to learn

Blocks and billboards sit along the horizon, corner spacing is the shortest and the strings of corners are the longest. Start here.

Coast: the most elevation, and a horizon that hides things

Coast has the biggest climbs, and a crest can hide the next hundred metres, which is where traffic appears from. The palette runs cold teal and the horizon flattens to a single lit line.

Ridge: the sharpest corners, the narrowest shoulders, the most expensive crash

Angular peaks line the horizon and the guardrail sits against your door. This road punishes sloppy execution hardest.

Five: five charges, three ways to waste them

Charges available in a run = the three you start with, plus one refill per checkpoint cleared. A full run therefore tops out at seven, and five or six is typical. They never regenerate on their own. Leaving one unspent keeps it; spending one early costs you a charge for the rest of the run.

Three wastes, ordered by how often they happen:

  1. Mid-corner. The most common. Speed plus outward pull puts you on the rail, and the second and a half is gone for nothing.
  2. Right after a checkpoint. Traffic does not clear when you take one; the same queue is still ahead. Charging out of a fresh 20 seconds into a pack is the classic way to burn it.
  3. Hoarding into the last 2 km. Unused charges are not converted into time at the finish, so saving one past that point is saving nothing.

Six: traffic, three rules, and one recovery

Eighteen cars are always out there, in different colours and at different cruising speeds; slow ones outside, quick ones changing lane on their own.

What to do in the three seconds after a contact: straighten the car back into the lane first, then get on the power. Accelerating while still near the shoulder is how a single contact becomes two. Climbing from 45% back to 240 takes three or four seconds, and that is the real price of the crash.

Seven: arriving, being collected, and chasing a fastest time

A run ends one of two ways: cover 30 km and arrive, or lose the clock and be collected. Arriving records a time, lower is better, kept separately per road and only on this device.

If you want a fast number, work in this order:

  1. Finish all three roads once, without chasing speed, just to learn where the four checkpoints sit. One clean pass gives you landmarks for that road.
  2. Then pick one road and drive it clean: the goal is not speed but zero contacts and zero shoulder excursions. This pass is usually ten seconds quicker than the first.
  3. Only then spend charges to cut time. Chasing seconds with nitro before the run is clean is pouring water into a leaking bucket.

Of the three, City produces fast times most easily (dense but short corners, high tolerance), Ridge is the hardest (one crash usually writes off a run), and Coast sits between them. If you want a good number quickly, start with City.

Eight: playing on a phone

Hold the left or right half of the canvas to steer; the throttle is automatic. That reduces the mobile game to one job: controlling where you enter a corner. The round button at the lower right spends a charge, and you can tap it while steering.

The usual mobile mistake is holding one side down continuously, which parks you against a shoulder. Short taps, corrected often, keep the car in the middle-inner part of the lane.

Nine: where the numbers come from

To check them yourself, play one run and watch the HUD:

The results screen gives you four figures: time, contacts, checkpoints cleared, and the fastest time for that road on this device.

Ten: questions

Why is holding full throttle slower? Because corners walk you toward the shoulder, so full throttle means losing speed in every bend. Speed in this game comes from not making mistakes, not from being brave with the pedal.

Can I save all my charges for the end? You can, but there is no reason to. A charge left at the finish does not convert into time.

Should I restart after a crash? Depends on the clock. More than thirty seconds left with less than 10 km to run: finish it. Twelve seconds left and just crashed: restarting is cheaper.

Is the same road different on a second run? No. The corner sequence is fixed and so is the traffic queue, so a second run is revision rather than a fresh deal.

Where are the records kept? In this browser only, separately for each of the three roads. Another device or cleared site data starts from zero.