weapons-and-traps
Sidearms, shotguns, melee weapons, traps, and boards in Shift At Midnight, with placement, ammo, and effectiveness tips for every threat level.
Introduction
When a doppelganger slips past you, the night gets dangerous fast. This section covers sidearms, shotguns, melee weapons, traps, and boards for every threat level. The right combination of weapons and traps can turn a high-threat shift into a manageable one, even when monsters return to the station. Knowing which weapon to carry and where to place traps is the difference between a clean defence and an overrun counter.
Weapons & Traps Quick Reference
| Weapon | Category | Damage | Best Counter |
|---|---|---|---|
| Sidearm | Pistol | Medium | Standard defence |
| Shotgun | Shotgun | High | Monster hunts |
| Baseball Bat | Melee | Light | Stun customers |
| Bear Trap | Trap | Medium | Slow monsters |
| Electric Trap | Trap | DOT | Stop Stalkers |
| Flame Trap | Trap | Burst | Area denial |
Arsenal Roster
Sidearm
Standard pistol carried by every clerk on duty.
Shotgun
High close-range damage for monster hunts.
Baseball Bat
Melee weapon that stuns without using ammo.
Bear Trap
Floor trap that slows and damages monsters.
Electric Trap
Shock damage over time that stops Stalkers.
Flame Trap
Burst area damage for monster packs.
Core Mechanics
The defence toolkit has three layers: sidearms for direct combat at the counter, traps for chokepoints where monsters funnel in, and boards for entrances that you cannot cover with traps. Trap placement matters — front door and counter are the most efficient positions for funneling monsters. Spend traps only after a confirmed doppelganger escape to avoid wasting resources on false alarms. Weapons have tradeoffs: sidearms are versatile but limited, shotguns dominate hunts but waste ammo, and melee weapons save ammo but risk stun-locks.
Advantages
Strong defence setups let solo players clear late shifts that would normally require a full co-op team. The right combination of sidearm, traps, and boards can turn a high-threat shift into a manageable one, and well-placed traps let you neutralise multiple monsters without spending precious ammo. Mastering defence also opens up achievement routes like Still Breathing (survive a full hunt) and Perfect Shift (no wrong executions means resources stay stocked for emergencies).
Challenges
Traps and boards are limited resources — once they are spent, you are vulnerable. Spending them too early wastes the night; spending them too late leaves the station exposed when a monster wave hits. Some traps (electric, flame) require setup time that you may not have during a sudden hunt. Solo players in particular struggle because they cannot cover both the counter and the back rooms at the same time.
Frequently Asked Questions
Where should I place traps?+
Should I board up windows or doors?+
Which sidearm is best?+
Quick Tips
Place bear traps at the front entrance before the monsters return — funnelling them through one chokepoint maximises trap damage and reduces the chance of flanking. The front door is almost always the monster entry point, so it is the highest-value trap placement. Save electric and flame traps for deeper chokepoints where they cannot be avoided.
Boards on windows beat boards on doors — windows are easier for monsters to break through silently. Reinforce the back windows first because they are out of sight, and then front windows if you have spare boards. Doors can be covered with traps instead, which gives you a kill zone rather than just a barrier.
Carry your sidearm even between hunts. A doppelganger may try to ambush you at the counter when you least expect it. Sidearms are light enough to keep on you at all times, and a quick execution saves you from a brutal late-game wipe. Shotguns should be reserved for confirmed monster hunts because they waste ammo on customers.
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