Field guide
Weapons and Tools
Call them weapons if you must. The design brief calls them ways to divert, distract, and disrupt a creature you will not loot XP from.
What was in preview pockets
Throwables. Things you pick up while the lab is merely wrecked and then spend when it is occupied. Noisemaker logic as a returning favourite. Molotovs for people who like fire as a sentence. The flamethrower as the fan-favourite deterrent, still not a win. Crafted utilities that open doors and restore objects — those belong as much to crafting as to this list. Working Joes imply a melee and firearm language against humans and machines, inherited from Isolation, not documented as a sequel spreadsheet.
Use tools as routing. A noisemaker through the door you will not take. A molotov only if you will not have to walk the bright floor you just made. Fire in a hallway you still need is a suicide note with production design. The distraction guide is the field manual. The hiding guide is the comma after the throw. Outdoor throws are a different dialect; see LV-921.
The conversation below is about sandbox options, locker people versus tool people. Both finish a survival story. Only tools scale when furniture starts getting checked. If you refuse to learn one utility that is not fire, you are volunteering to replay 2014’s greatest hits during a storm. Pair this page with the tracker so you do not beep and burn in the same second.
Frequently asked questions
Frequently asked questions
Is there a gun that works on the Alien?+
Flamethrower confirmed?+
Ammo economy?+
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