Threats

First response for each threat

Six things end recorded runs. Only the Locust and landmines are backed by both written guides and gameplay. The others need a careful first move and an honest label.

First response for each threat

Six things end recorded runs. Only the Locust and landmines are backed by both written guides and gameplay. The others need a careful first move and an honest label.

Blackouts are not a separate enemy. They are when this list gets harder. Day one often starts with three lives, so the first response matters more than a fight.

Threat First move How solid the report is
The Locust Light off, go still, break sight, watch the noise meter Written guide and gameplay
Landmines Look at the floor; walk around a device in the path Gameplay, plus a written warning about traps
Weeping angel Keep it on screen and back away Gameplay nickname only
Armed NPC Leave the lane; do not add gunfire Gameplay nicknames: robber, gunman, sniper
Ghost shoppers Do not bump them; keep them in front of you Reports conflict
Mannequins No confirmed counter Deaths attributed; behavior not settled

The Locust

It is the store's patrolling monster, described as a distorted insectoid humanoid. Use the cue card in the stealth guide. If you are cornered, a spotted landmine can end the chase: curve wide and let it step on the mine. That kill is recorded, and it is also not universal.

Landmines

They sit in walking paths. Players notice them by eye. Nothing in captured play assigns them a highlight color. They are easy to miss while sprinting or in the dark. Stepping on one is usually an instant blast. Two clips complicate that: a player stood on a live mine, and another blast waited until they stepped off, just as a teammate arrived. Do not treat a quiet mine as a dud, and do not run toward a friend who is standing on one. There is no published spawn list.

A tip about "high vibration areas" setting off traps is a broad caution from a written guide. The mines in recordings go off when something steps on them.

Watchers, guns, and pale shoppers

Players describe a second stalker that moves when you look away and freezes when you watch it. They are explicit that it is not the Locust. Keep it on screen. Quick look-backs, not a long turn. One second looking away has been enough for a figure to get behind someone. The name weeping angel is player slang.

Mannequin reports overlap that description and also do not. Players die "by a mannequin" without knowing the rule, a group thinks they ran away from one, and a late squad reported a mannequin army beside a weeping angel. If a mannequin gets you, you did not miss a published counter.

The armed human one-shots even a maxed padded vest in one report. Running through his lane is how a player got shot. Your own gunfire is said to call the Locust. The shop line of 25 credits per soldier is not a reason to fight him.

Ghost shoppers are pale figures, often next to a list item. One player does not know if they can hurt you. Another says you are fine while you look at them. Another clip says shoppers killed them, and one figure followed a player. Until that settles, do not touch them, keep them in view, take the item, and leave.

The safe zone at checkout is the reset. Night vision is the blackout purchase players describe as seeing further when the lights go out.

FAQ

Frequently Asked Questions

Are there codes?

No working code and no expired code has been recorded, and no redemption screen has been documented. Progress comes from shopping days, quests, and the between-day shop.

How many groceries does each day ask for?

Recorded normal runs ask for 8 items on day one, 12 on day two, and 16 on a later day. The names change every run. Press M and follow the marked items. Do not memorize one fixed list.

How do you finish a shopping day?

Bring the marked groceries to the front checkout and cash out inside the entrance safe zone. In co-op the day does not close until the surviving players are in that zone together. Then each player readies up. One squad was auto-readied after about 20 seconds.

What should you do when you hear clicking?

Written guides treat nearby clicking as the Locust being close: turn the flashlight fully off and stand still. Recorded runs also stop on a scream and move once if a heartbeat continues. Do both. There is no documented number of seconds to wait.

Does clearing day three beat the game?

Not confirmed. The HUD can say 3 days to fill the order, and some groups call a cash-out a win, but no recording shows a win screen. Other runs continue to day five and describe an endless loop. The access-card ending is a separate unverified written route.

Do you have to pay for the flashlight?

Recorded runs receive a flashlight when the store goes dark. It is not shown as a shop purchase. The beam is described as weak. One session lost the flashlight after a death. A paid lamp has not been documented.