Running generates Noise and Exhaustion.
- The AI (Sniffer, Warden, etc.) can hear footsteps better than they can see you in the dark.
- Crouch-walking (Stealth) is almost completely silent. Only run during specific chase sequences or when explicitly safe.
The camera is a "third player". It moves cinematically.
- The Golden Rule: The leader must wait. If Player A runs too far ahead, Player B gets stuck off-screen and might die to a hidden trap.
- Communication: "I'm checking the corner," "Wait for me."
Tarsier Studios uses 3D Audio Cues heavily.
- Heavy Breathing: Means an enemy is extremely close, even if invisible.
- Music Swells: Indicate a chase is about to trigger.
- Crow Caws: You startled a bird; expect the Warden to investigate that location.
- Flashlight/Lantern:
- Critters: Repelled by light. Shine it on them to clear a path.
- Bosses: Attracted by light. Turn it OFF immediately when you hear a heartbeat.
This is not Resident Evil. You cannot shoot.
- Environment: Your only "weapons" are distractions (bottles, cans) and traps (levers, doors).
- Combat: If a monster grabs you, it is an instant Game Over (unless your partner interrupts the grab animation in time).