Alien: Isolation – Introduction to All the Weapons

Alien: Isolation isn’t your typical run of the mill shooter game. In this survival horror classic, brute force rarely works, especially when you’re up against the Xenomorph. The game’s arsenal is limited, situational, and designed more for survival than for offense. Whether you’re warding off Working Joes, dealing with hostile survivors, or temporarily deterring the Alien, knowing your tools and weapons is critical. In this guide, we’ll cover all the main weapons and crafted tools players can use to fence off against the menacing Xenomorph. Let’s begin!
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Revolver
Ammo: .357 Rounds
Use: Effective against humans and Working Joes
Noise Level: High (draws the Alien)
Amanda’s first true firearm is a revolver, which is both reliable and restricted. It can kill human foes with one or two headshots and slow down Working Joes (but it requires several gunshots). However, it is ineffective against the Alien and exceedingly loud; employing it will nearly always draw the Xenomorph.
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Shotgun
Ammo: Shells (Rare)
Use: Great for Working Joes
Noise Level: Extremely high
The shotgun, which appears later in the game, provides raw stopping power. One or two close-range shots will kill a Working Joe. It works well in an emergency situation where a synthetic is pursuing you. However, it is quite loud and instantly attracts the Alien.
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Bolt Gun
Ammo: Bolts
Use: Silent takedown of Working Joes
Noise Level: Low (no Alien alert)
The bolt gun is unique in that it charges before firing and then fires a single strong bolt. It can instantly kill a Working Joe with a well-aimed headshot while remaining silent, making it vital in android-heavy parts.
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Maintenance Jack
Ammo: None
Use: Silent melee takedowns and unlocking doors
Noise Level: Minimal
Amanda’s first tool is the maintenance jack, which she uses to pry open doors, remove locks, and stealthily incapacitate unsuspecting individuals. It is useless in combat with androids or the Alien, but it is essential for exploration and puzzles.
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EMP Mine
Use: Stuns multiple Working Joes
Best Against: Groups of synthetics
EMP mines are designed to suppress androids. When exploded, they disable adjacent Working Joes for a few seconds, giving Amanda ample time to sneak by or finish them off with a bolt rifle or shotgun.
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Molotov
Use: Forces the Alien to retreat temporarily
Best Against: The Xenomorph
The Molotov is one of the only weapons capable of forcing the Alien to retreat. Throw it at the beast, and it will scream and flee. However, it is not a permanent remedy; it will eventually return and become more aggressive.
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Flashbang
Use: Disorients humans and synthetics
Best Against: Buying time to escape
The flashbang produces a loud and blinding burst. It does not cause damage, although it can temporarily stagger humans or distract androids. Ideal for avoiding battle scenarios.
Players can enjoy playing Alien: Isolation on a bigger screen of their PC or Laptop via BlueStacks along with your keyboard and mouse.
Keep progressing in Alien: Isolation with our other in-depth guides:
- How to Play Alien Isolation on PC with BlueStacks
- Alien Isolation Beginner’s Guide – Survive the Xenomorph Horror
- Alien Isolation Mobile – Best Tips and Tricks to Survive the Xenomorphs of Sevastopol Station
- Alien Isolation – All Working Redeem Codes for July 2025
- Alien: Isolation – Introduction to All the Characters