First-run weapons and where to look

WeaponAvailability / pickupPractical use
PlankImprovised world pickups, including the board behind Peters Newsagent’s counter.Melee attack and block; inspect condition and keep a replacement available.
PipeLater improvised pickups, including the altered Medical Centre route.Another melee option; it also has limited condition.
PistolSimon: Town Square (5), Richard’s Gift box, Chapter 6. Select Yes.Aim and reload; useful when evasion fails. The acceptance triggers the required town-state change.
Flare GunSimon: CEG Employee Locker 75. Scan its counter barcode; PIN 184.Optional ranged weapon; can create a temporary opening against the pursuer.
ShotgunRichard: Chapter 13, Another Attempt, as he enters CEG’s second-floor route. Also available to Simon in the finale.Useful for close threats, including Widows. Check your character and chapter before expecting it.
BottleWorld distraction pickup; Simon can find one past the pharmacy after the first Zoe chapter.Throw to divert attention. It can also be used for a finishing kill after weakening a suitable enemy.
BrickWorld throwable pickups; Clara Woods provides opportunities beside the garage/dumpsters.Distraction, aimed impact and trophy use. A thrown brick is a separate weapon category.

These are categories, not a promise of exactly one copy of each item. Planks, pipes, bottles and bricks recur. A list claiming “three weapons” is normally counting the first-run guns only, leaving out melee and throwables.

Get the optional Flare Gun

  1. Enter CEG Employee Lockers on Clara Woods’ ground level.
  2. Take Barcode (CEG Lockers) – Locker 75 from the counter opposite the office computer, by the scanner.
  3. Use it on the barcode scanner. Open locker 75 with 184 and take the Flare Gun.
  4. Collect cartridges and reserve one if your next route is blocked by The Weight. A stun is an opening to move, not proof that the roaming enemy can be killed.

55:18 — Locker 75 weapon pickup ▶ in the collectibles route. Locker 75 is optional for the gate’s three mechanical parts; those come from 17, 204 and 94.

Axe and Pistol-3000 unlocks

WeaponUnlock conditionPickup route
AxeFinish the game once, then start NG+.Simon: early For Sale houses → white gate → storage units, second-last unit on the right. Zoe: beside the shed in the first yard before Mr. Stewart’s house.
Pistol-3000Complete the Sci-fi ending, then start a subsequent NG+ campaign.Simon: the same early storage area, second unit on the right, table. Richard: Boardroom table by the Level 3/4 Access Card.

Axe is available to Simon and Zoe; Pistol-3000 to Simon and Richard. They are unlockable pickup spawns, not weapons carried in your starting inventory. See NG+ carryover and unlocks and the Sci-fi ending prerequisites. Pistol-3000 is the verified special firearm; a separate “Raygun” is not added to this list.

Equip and inspect condition

  1. Open inventory and select the weapon you actually have for the current character. Use its equip action, then return to gameplay and check the held item or HUD.
  2. For melee, inspect its condition before committing to a group. A broken plank or pipe needs replacing; switching to another intact pickup is the practical recovery.
  3. For firearms, check both loaded rounds and reserve ammunition. Reload from cover, and compare the in-game controls to your own PC bindings or controller layout.
  4. Keep a throwable for the next narrow passage. Throwing for a diversion and using an item for the final hit are different actions.

What happens if you refuse the pistol?

The Town Square gift in Chapter 6 is a story gate: choose Yes to take the pistol and trigger the Otherworld shift needed for the route onward. Accepting it does not require shooting every enemy. If you want a low-kill run, take the required gift and use evasion afterward.

The earlier chapter and Zoe’s first-run sections have different equipment. A weapon visible in an NG+ video is not proof it appears in the same location on a first campaign.

Track the seven Creative Process kills

Creative Process needs a killing blow with each of seven items in one playthrough: Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick. Axe and Pistol-3000 do not substitute for that list.

Throwables serve distraction and combat goals. Game footage: PowerPyx, Long-Range Masonry trophy demonstration at 0:57. View the original demonstration.

These website ticks are your notes, separate from the game’s achievement counter. Weaken a target before attempting a bottle/brick kill, and save before an ammo-expensive precision trophy when your run permits it. See the achievement roadmap for Long-Range Masonry, Pinpoint Inaccuracy and Pull!.

Video walkthrough

All collectibles, keys and puzzle locations

PowerPyx · Watch on YouTube ↗

Sources & image credits

Source links and credits

Source footage and game images are credited beside the relevant figures. This guide does not claim a personal playthrough.

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