The three answers to a creature
| Answer | How | What it costs |
|---|---|---|
| Sneak | Crouch, peek round corners, use closets, wardrobes, sheds and doorways. Enemies march their patrols, notice a closed door and lose a fast runner. Sixty seconds hidden is Isolating Experience. | Time — and the unkillable stalker pulls you out of a cupboard if it saw you go in. |
| Distract | Throw a bottle or brick where you are not, switch on a radio, or set off a car alarm by hitting a car. A direct hit stuns. | A throwable, and the creature walks back to its post afterwards. |
| Fight | Block, then swing. Pistol, shotgun and flare gun later; every shot brings the neighbours. | Weapon wear — a couple of kills per plank — scarce ammunition, and a Kill on the ending tally. |
The weapons, in the sources' words
| Weapon | Who | What the sources say |
|---|---|---|
| Plank | Simon; Zoe in Chapter 7 | Falls apart quickly. Swing and block; it and the pipe can kill anything. |
| Pipe | Simon | Falls apart a little more slowly. From the blocked door in the Alternate Medical Centre. |
| Pistol | Simon, Richard | Six rounds loaded one by one; a reload you could boil an egg by; wakes every creature in a wide radius; enemies move erratically, so shots need precision. Ammunition extremely rare in the first half. |
| Shotgun | Richard, then Simon | A meaty shotgun before Richard has even met an enemy; ammunition showered on you; a deliciously subversive power flip. |
| Flare Gun | Simon | Lights enemies up or draws them to where it lands; straight for a moment, then it veers. Stuns the large unkillable enemy in the final section. |
| Bottle | Everyone | Distract, or stun with a direct hit; the only throwable that counts for Lured Off Track. |
| Brick | Everyone | Distract, stun, a car alarm, or the 15-metre headshot for Long-Range Masonry. |
| Axe | New Game+: Simon and Zoe | One-hit kills and a guard, which makes Save It For The Patients easy; it speeds the second run up without removing the tension. |
| Pistol-3000 | New Game+ after the Sci-fi ending | Hurts the final boss fast enough to ignore the crowd. |
What the reviews say works
What does not
Every kill moves the ending
The combat and stealth trophies
- Creative Process (bronze, missable): a kill with each of Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick in one run — the New Game+ weapons do not count.
- Missing The Point Entirely (bronze): 30 Widows, Richard's enemies in CEG Tower. Whether one run holds 30 is disputed (PowerPyx and EliteGuias: fewer; GameRant and KosGames: just over 30; a reader: 36 on Normal), and the count carries into New Game+.
- Pull! (bronze): a bottle thrown straight up and shot with the pistol. The spot: the bottle past the gate beside the Pharmacy — save inside, throw, step forward under it, shoot.
- Long-Range Masonry (bronze): a brick to the head from over 15 metres, on the corpse enemy near the Clara Woods phone booth after Richard's call — save at the booth and retry.
- Pinpoint Inaccuracy (bronze): a flare-gun headshot from over 10 metres, on the body hanging above the playground outside the CEG Locker building.
- Isolating Experience (bronze): sixty seconds in one hiding spot.
- Static Distractions (bronze): ten radio distractions, across playthroughs. Lured Off Track (bronze): twenty bottle distractions (the trophy text names bottles; KosGames says bricks count too). Alarmingly Effective (bronze): one car alarm — cars, not vans.