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White Noise 2 Flashlight Guide

9 April 2017, Sunday, 12:19:17

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Flashlight Basics
Refilling your Battery Power: There are two ways in the game to do this the first of which is by picking up batteries:

A battery.

Each battery will refill 50% of your battery power and takes time to pick up, Iker’s Clumsy and Maria’s Sleight of Hand will alter the time it takes to pick up a battery. 30 batteries will always spawn on the map at the start of the game.

Scientist is the second way, this is a trait that only Anne Marie has that refills her battery life by 50% when a clue is found close to her. Check out Anne Marie’s section if you haven’t already to get more information on this.

Battery Power: Your batter power will drain over the course of time. The normal amount of battery life with standard in everything is 5 minutes, each point adds or removes ~40 seconds of time before your battery power bottums out at 0%. When your battery life does hit 0% your flashlight DOES NOT shut off. It is only significantly harder to see, there are pictures provided below to show the difference between a flashlight at 100% compared to 0%.

(+3 Range, +2 Spread) Spotlight, 100% battery power remaining.

(+3 Range, +2 Spread) Spotlight, 0% battery power remaining.

(Standard Range, Standard Spread) Basic Flashlight, 100% battery power remaining.

(Standard Range, Standard Spread) Basic Flashlight, 0% battery power remaining.

Flashlight off: While your flashlight is off your battery power will not drain and the monster can only locate you via eyesight, they will not get an outline on you. However, it is significantly harder to see unless you have only one grab left before being devoured and you lose 20% of your movement speed.

This also means if your flashlight has been forcefully disabled for whatever reason you will be crippled with reduced speed and have no ability to defend yourself from the creature. Turning off your flashlight is recommended only if you’re alone since it makes you significantly harder to track.

Remember, after stunning the creature with your flashlight continued exposure to light WILL ONLY SLOW THE CREATURE, IT WILL NOT STOP IT. If you plan on stalling the monster make sure you can run away afterwards as no matter what monster it is they CAN afford to grab you if you stare at them after you stun them.

On a sidenote, you can customize the look of your flashlight by pressing the CTRL key while hovering your mouse over the flashlight you want to use. These paintjobs are purely cosmetic, but look really cool, they are not shown here since they do not change gameplay stats, or anything else other than asthetics.

 
Flashlight Stats
IMPORTANT!!!!: Speed, Exploration, Endurance, and the Stealth stats on flashlights have only 1/2 the effect that the investigator’s Speed, Exploration, Endurance and Stealth has, so be aware that 2 points in the stats mentioned above on a flashlight would only equate to 1 point of the respective stats on an investigator.

Range: The range that you can see with the flashlight and the range that you can stun the monster at. Beware that these are seperate ranges, and although you may see far, the range that the monster can be stunned at is just a bit closer. This stat is modified by the base Battery Management of your investigator.

Battery Life: Changes how long the battery life lasts. When you have standard in this stat you have 6 minutes of time before you run out of power completely, and each level increases or decreases the time before you completely run out of power by ~1 minute. This stat is modified by the Battery Management of your investigator.

Note that the high Battery Management you have, the less bang for your buck you get for each stat point. At a level greater than 7/10 (+2) Battery Management you seem to only gain +40 seconds or sometimes less than that.

Spread: The width of your flashlight beam. This changes both how much you can see on your screen with your flashlight and how directly you have to be looking at the monster to stun it. At Highest you only have to see him out of the corner of your eye, and with Very Low you have to look directly at it.

Speed: Modifies the base speed stat of your investigator by 2.5% per level. This is more useful in traversing the map then escaping the creature, although having high speed still helps.

Endurance: Modifies the base stamina and stamina recovery rate of your Investigator. This is more useful for escaping the monster than map traversal.

Stealth: See the Stealth section for more information. Too complex to cover here.

Exploration: Modifies the base Exploration of your investigator. This means the higher the number, the faster your Lightsticks and Compass recharge, and the bigger the range of which you can hear tapes from.

PS: It seems like Exploration has less value the higher your stat is, as having above +3 Exploration seems to give less of an effect per stat point, keep this in mind.

 

 

Ratings:

Unofficial terms used to describe how easy it is to handle the flashlight, etc. They are not in the game and do not change stats or anything. All ratings are out of 10.

Visibility: How easy it is to see with the flashlight.

Difficulty: How easy it is to use the flashlight.

Skill Ceiling: How strong the flashlight is assuming you have over 100 hours in the game and are a professional.

 
The Basic Flashlight

 

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“The one defining quality about this thing is that it’s nothing special.”
-White Knight

Stats:

Range: 5/10 (Standard)

Spread: 5/10 (Standard)

Battery Life: 6/10 (High) (+1)

Exploration: 5/10 (Standard)

Stealth: 5/10 (Standard)

Speed: 5/10 (Standard)

Endurance: 5/10 (Standard)

About the Basic Flashlight: As basic as it gets, you have Standard in every stat besides Battery Life, which is just a bit better. Since it’s the first flashlight you unlock you’ll be stuck with it for a little while. It’s alright, but not used much once you unlock the Chinese Lantern, which outclasses it.

The best use for this flashlight after you have more flashlight options available is to cancel a bad Battery Management drawback on your investigator, but otherwise it sees very little usage.

Primary Role: Symmetry

Secondary Role(s): None.

Visibility: 6.5/10: 6.5 Sounds low, but in reality it’s just slightly above average. The increased Battery Life helps a bit, and the standard stats mean it’s not difficult to see with.
Difficulty level: 0/10: Due to not having any drawbacks of any sort, and increased Battery Life, this thing is the easiest flashlight to use in the game, which is probably a good thing since it’s the first flashlight you unlock too.

Skill Ceiling: 4/10: It gets outclassed by the Chinese Lantern when you unlock it, which means it doesn’t see much usage at all when you’ve begun to really learn the game. The best usage it has after you unlock the Chinese Lantern is on Plumber Maria or Winter Clothing Rinko, otherwise this thing is sadly outclassed.

 
The Spotlight

 

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“Does anyone see a battery?”
-RNG

Stats:

Range: 8/10 (Highest) (+3)

Spread: 7/10 (Very High) (+2)

Speed: 5/10 (Standard)

Endurance: 4/10 (Low) (-1)

Battery Life: 3/10 (Very Low) (-2)

Exploration: 6/10 (High) (+1)

Stealth: 3/10 (Very Low) (-2)

About the Spotlight: One of the go-to caboose flashlights, the Spotlight has great Range, great Spread, but terrible Battery Life and Stealth. It’s considered widely to be the best caboose flashlight in the game due to the fact that you only lose a little bit of Endurance for crazy Range.

It’s best on Chuck or Phileas, but it’s alright to slap on any average mobility investigator if you think you need a better Ranged light.

Primary Role: Caboose

Secondary Role(s): None.

Visibility: 9/10: Not quite as amazing as the Professional Flashlight due to reduced Battery Management and less crisp light, but having +3 Range and +2 Spread means that at high battery power you can see a ton. Just make sure you have enough batteries.

Difficulty Level: 5/10: It ain’t no calkwalk, but it’s not super difficult to use like the Professional Flashlight either.

Skill Ceiling: 9/10: If you know how to make this thing dance, it’s easily one of the best flashlights in the game due to the minimal mobility loss combined with great Range.

 
The Periscope Flashlight

 

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“Not even I can see with this thing.”
-Podrick, Spocky Ghoost of Bread

Stats:

Range: 4/10 (Low) (-1)

Spread: 3/10 (Very Low) (-2)

Speed: 5/10 (Standard)

Endurance: 6/10 (High) (+1)

Battery Life: 7/10 (Very High) (+2)

Stealth: 6/10 (High) (+1)

Exploration: 5/10 (Standard)

About the Periscope Flashlight: The Periscope is a really weird flashlight. It has the smallest light in the game, but the second highest Battery Life in the game. You won’t be worrying about batteries much, but when you do you’ll be needed them a lot since this thing does not light much at all at 0%.

It’s best usage is on Anna, and that’s sadly all this thing is good for. It has good Endurance and no Exploration loss, topped off with some extra Stealth and it’s pretty decent for situational Anna splits, but that’s sadly about the only usage this thing has, and it’s kind of outclassed by both the Reading Lamp and Electric Lighter.

Primary Role: Stealth Split

Secondary Role(s): None.

Visibility: 3/10: It’s not good, but at least better than the Smartphone and Jack o’ Lantern due to ridiculous Battery Life. Aside from that, if you can’t deal with a light that isn’t good, and bobs down when you run, don’t pick it.

Difficulty: 7/10: Much like the Professional Flashlight, it’s difficult to use effectively. The small light means you really have to be careful since you can’t react as fast when turning around, which may get you killed. The low Range isn’t doing you any favors either. Although I’d say a good Anna player can definitely make the Periscope work.

Skill Ceiling: 5/10: It’s a bit medicore. It’s better than the Basic Flashlight because you get an Endurance boost, but it really isn’t a great pick either. Over all I’d recommend this for an Anna and maybe Sarah split, but not much else.

 
The Rusty Flashlight

 

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“Careful, it might give you Tetanus.”
-Scoobie101

Stats:

Range: 5/10 (Standard)

Spread: 6/10 (High) (+1)

Speed: 6/10 (High) (+1)

Endurance: 5/10 (Standard)

Battery Life: 4/10 (Low) (-1)

Stealth: 4/10 (Low) (-1)

Exploration: 6/10 (High) (+1)

About the Rusty Flashlight: It’s a great flashlight in general. You have good Exploration, and have good Speed, meaning that it’s a great flashlight for leader builds. You might not have the insane levels of Exploration that the Smartphone has, but with better Range, Speed, and flashlight Spread this is still definitely a good flashlight to use.

Primary Role: Leader

Secondary Role(s): None.

Visibility: 7/10: Your Battery Life leaves something to be desired, but the increased Spread is really really nice. Even if the light itself is slightly dirty, it’s still pretty clear, even at low battery power.

Difficulty: 1/10: It’s not hard to use at all, the increased Speed and Spread means that although it’s slightly harder to use than the Basic Flashlight, it’s not that much harder and I would definitely recommend it to any new players if they have it unlocked.

Skill Ceiling: 7/10: It’s useful because it’s the only leader flashlight in the game that raises your Speed and Exploration without any real gimmick. It’s a solid choice on any leader build, and a fine alternative to the Smartphone.

 
The Professional Flashlight

 

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“It might be a dinnerplate, but…..it’s MY dinnerplate.”
-RNG

Stats:

Range: 8/10 (Highest) (+3)

Spread: 6/10 (High) (+1)

Speed: 4/10 (Low) (-1)

Endurance: 4/10 (Low) (-1)

Exploration: 6/10 (High) (+1)

Battery Life: 6/10 (High) (+1)

Stealth: 4/10 (Low) (-1)

About the Professional Light: It’s a slower Spotlight. You have less Speed, but way more Battery Life, and you also have slightly higher Stealth too. It’s kind of hard to handle properly, but it’s pretty strong on any investigator that has +1 in any mobility stat. (Think Chuck, Maria, etc.) Since then it has about the same mobility as the Spotlight with better Battery Life and Stealth with it.

Funnily enough though, I wouldn’t recommend this for newer players as the lowered mobility means you have to know the game pretty well to survive a close quarters encounter with it.

Primary Role: Caboose

Secondary Role(s): None.

Visibility: 10/10: Yep, the best in the game. The light itself is the most crisp and clean, with no imperfections, and the fact that it has +3 Range, +1 Spread, AND +1 Battery Life means you can see pretty far, and don’t have to worry about batteries much either.

Difficulty level: 8.5/10: For pros only! The lowered Speed and Endurance will get you killed if you don’t play right, this flashlight is only recommended of those confident in their ability to survive.

Skill Ceiling: 8/10: Not as good as the Spotlight, but not terrible either. It’s flat out better than the Spotlight on Chuck, and seems some pretty good usage on Jean Luc and Maria too, but on investigators like Anne Marie (Black and Purple) and Phileas, the Spotlight is better.

 
The Light Bar

 

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“A better version of the Toy Torch! Right guys? Guys?”
-Camaraderie

Stats:

Range: 3/10 (Very Low) (-2)

Spread: 8/10 (Highest) (+3)

Speed: 7/10 (Very High) (+2)

Endurance: 6/10 (High) (+1)

Battery Life: 7/10 (Very High) (+2)

Exploration: 4/10 (Low) (-1)

Stealth: 3/10 (Very Low) (-2)

About the Light Bar: It’s the first clear cut guard flashlight you unlock with -2 Range but +2 Speed and +1 Endurance. It’s a good pick even when you get more guard flashlights since it hits a nice middle ground between the Toy Torch and the Traffic Wand.

It also has the best Battery Life out of any guard flashlight in the game, which is really nice and makes it easy to handle. In short, the Light Bar is a solid guard choice and you really can’t go wrong using it.

Primary Role: Guard

Secondary Role(s): None.

Visibility: 7.5/10: It’s got great clarity and lights all around you, meaning that you can react quickly when turning around, but the reduced Range means you can’t see very far.

Difficulty Level: 3/10: Not quite as easy to handle as the Traffic Wand, but the increased Battery Life makes it second best.

Skill Ceiling: 7.8/10: It’s still good even compared to the Toy Torch since you have more Range and Battery Life than it, and it doesn’t absolutely kill your Exploration either, so it’s pretty good.

 
The Camping Lantern

 

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“If it’s so heavy, why don’t we hit it over the monster’s head?”
-NallyNally!

Stats:

Range: 2/10 (Lowest) (-3)

Spread: 8/10 (Highest) (+3)

Speed: 3/10 (Very Low) (-2)

Endurance: 5/10 (Standard)

Battery Life: 8/10 (Highest) (+3)

Exploration: 8/10 (Highest) (+3)

Stealth: 8/10 (Highest) (+3)

About the Camping Lantern: It has an amazing design, and makes you pretty feel immersed into your game while playing on indoor maps, but sadly is mostly a nerfed Jack o’ Lantern. It has less Speed than the Jack o’ Lantern with the only added benefit of being able to see better and having slightly more Exporation and having more Spread and Battery Life.

It’s okayish on Rinko and Jean Luc since their high Speed counters this thing’s low Speed but it also has really bad Range, which makes it that much harder to escape the monster. In general I wouldn’t recommend this over the Jack o’ Lantern, except in a few situational builds, but it definitely is the coolest looking flashlight in my opinion.

Primary Role: Stealth Split

Secondary Role(s): Leader

Visibility: 7.5/10: Much like the Light Bar, it has even worse Range than the Light Bar, but has ridiculously high Battery Life. So, you can still react quickly when turning and can see around you well, you just don’t have great Range.

Difficulty: 10/10: Yep, the hardest in the game. The -2 Speed and -3 Range means that you really need to be good to use this, and even then it’s difficult to use.

Skill Ceiling: 6.5/10: It’s sadly outclassed by the Jack o’ Lantern due to less Speed, but at the very least you can explore easier, but I wouldn’t recommend it in competitive play.

 
The Traffic Wand

 

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“Once used to direct vehicles, now to fend off the supernatural.”
-YT~KevinsGaming22

Stats:

Range: 3/10 (Very Low) (-2)

Spread: 6/10 (High) (+1)

Speed: 6/10 (High) (+1)

Endurance: 6/10 (High) (+1)

Battery Life: 6/10 (High) (+1)

Exploration: 5/10 (Standard)

Stealth: 5/10 (Standard)

About the Traffic Wand: It’s the easiest guard flashlight to use, and also the most versatile one. All you lose is Range in turn for more mobility, extra Spread, and some Battery Life, which means that even some leaders can rock this. The fact that you don’t kill your Stealth either means Sarah or Anna can use this too.

Primary Role: Guard

Secondary Role(s): None.

Visibility: 7/10:It doesn’t have quite the same Battery Life and good Clarity like the Light Bar does, but it still has good Battery Life in general, so it’s not bad at all, Range might be a problem though.

Difficulty: 1/10: The easiest guard flashlight to use in the game due to no Stealth or Exploration loss. For those that need help guarding, this is your easiest option.

Skill Ceiling: 7/10: In general you really can’t go wrong with this due to no Stealth or Exploration loss. I would definitely recommend this flashlight if you have no idea what flashlight to pick since it’s a solid choice on any investigator.

 
The Jack o’ Lantern

 

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“When it comes to ghosts and spooky tales, seeing is believing. Too bad this scary pumpkin won’t let you see a thing.”
-Scoobie101

Stats:

Range: 2/10 (Lowest) (-3)

Spread: 7/10 (Very High) (+2)

Speed: 5/10 (Standard)

Endurance: 5/10 (Standard)

Battery Life: 6/10 (High) (+1)

Stealth: 8/10 (Highest) (+3)

Exploration: 7/10 (Very High) (+2)

About the Jack o’ Lantern: The Jack o’ Lantern is considered by many to be a buffed Camping Lantern. It gives the same Stealth as the Camping Lantern, but doesn’t nerf your mobility at all. It also has good Battery Life, Spread, and Exploration, making it look like the best Flashlight on paper for actual player stats.

The biggest issue with this flashlight is that you can’t really see much. The light itself is the worst in the game for actually lighting your way, that’s the one kicker. But if you can deal with the terrible Range and visibility this is definitely one of the best flashlights in the game for being a Stealth Split.

Primary Role: Stealth Split

Secondary Role: You could lead with this but….Smartphone is usually a better choice.

Visibility: 0/10: It’s absolutely the worst flashlight in the game for lighting your way. The light is not clear, and the small Range does not help at all.

Difficulty Level: 6.5/10: If you can learn how to deal with a terrible light, this thing isn’t hard to use since thats the only weakness of this flashlight, but it’s still difficult due to how little this thing lights up.

Skill Ceiling: 8.5/10: Like mentioned above, if you can get by the terrible light, it’s really strong and I would definitely recommend it.

 
The Reading Lamp

 
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“I can’t handle this thing!”
-Hachiro

Stats:

Range: 4/10 (Low) (-1)

Spread: 4/10 (Low) (-1)

Speed: 7/10 (Very High) (+2)

Endurance: 5/10 (Standard)

Battery Life: 6/10 (High) (+1)

Stealth: 6/10 (High) (+1)

Exploration: 5/10 (Standard)

About the Reading Lamp: It’s essential the Periscope’s speedy brother. You gain Light Bar Speed, and have good Battery Management, and have slightly less terrible Range than the Light Bar, but also like the Periscope it bobs downward when you run, which is definitely issue, and the fact that it has low Spread only makes this worse. Other than the visibility issues this thing is a pretty solid pick.

Primary Role: Guard

Secondary Role(s): Close Range Caboose

Visibility: 5/10: It’s not winning any medals, but it’s not extremely terrible either.

Difficulty: 5/10: Much like the Jack o’ Lantern, if you can handle the medicore light, it isn’t hard to use at all.

Skill Ceiling: 7/10: Surprisingly strong in the right hands, the increased Speed with only slightly worse Range means that you can guard pretty well with it, just beware that like the Periscope you can’t react quickly while turning, and that might just get you killed.

 
The Toy Flashlight

 

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“For those with a young heart.”
-RNG

Stats:

Range: 6/10 (High) (+1)

Spread: 6/10 (High) (+1)

Speed: 5/10 (Standard)

Endurance: 4/10 (Low) (-1)

Battery Life: 5/10 (Standard)

Stealth: 5/10 (Standard)

Exploration: 6/10 (High) (+1)

About the Toy Flashlight: Basically the Spotlight’s little brother, it doesn’t suffer from the terrible Battery Life and Stealth issues the Spotlight has, but the Range isn’t nearly as good. Also it still has the same mobility loss that the Spotlight has.

It’s the easiest caboose flashlight in the game simply because it only loses Endurance, although it’s still a little difficult to use simply because of that Endurance loss, over all though it’s not a bad flashlight at all.

Primary Role: Caboose

Secondary Role(s): None.

Visibility: 8/10: The better than average Range and Spread mean it isn’t hard to see with, and you don’t loss Battery Life either, but beware that unlike the Spotlight it might actually be difficult to see with this at low battery power due to a dimmer than normal light.

Difficulty: 4/10: It’s not too easy, but not too hard to use either. In general it’s not hard to use effectively, so if you want an easy caboose flashlight, this is your best choice. It’s alright even in the hands of a less experienced player, where as the Spotlight needs a bit more experience to use effectively, so not bad.

Skill Ceiling: 6/10: Flat out worse than the Metal flashlight, but still ok if you haven’t paid for it. In general though this thing is outclassed by the Metal flashlight at the moment, so in almost all circumstances I would recommend it over this.

 
The Chinese Lantern

 

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“Try not to break it when your legs give out.”
-Average-medic

Stats:

Range: 5/10 (Standard)

Spread: 5/10 (Standard)

Speed: 5/10 (Standard)

Endurance: 6/10 (High) (+1)

Battery Life: 5/10 (Standard)

Stealth: 5/10 (Standard)

Exploration: 5/10 (Standard)

About the Chinese Lantern: The twin brother to the Basic Flashlight, the Chinese Lantern has no downsides, but gives +1 Endurance. This makes it a symmetry class flashlight much like the Basic Flashlight.

It’s great to use if you have no idea what flashlight to pick much like the Traffic Wand, but with less weaknesses and less strengths it’s even less specilized than the Traffic Wand. It’s a good flashlight because of this.

Primary Role: Symmetry

Secondary Role(s): Mid Range Caboose

Visibility: 7/10: It has the same Spread as the Light Bar or Traffic Wand, but with much better Range. It’s not hard to see with, but beware that the light does get dim at low battery power.

Difficulty: 0/10: Again like the Basic Flashlight, you have no gimmick or weakness, which means that it’s super easy to use.

Skill Ceiling: 7.5/10: It’s a very rough-and-tumble kind of flashlight due to its versatile nature. I would definitely recommend it.

 
The Toy Torch

 

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“Sure looks professional. You bought that at the Dollar Tree, didn’t you?”
-RNG

Stats:

Range: 2/10 (Lowest) (-3)

Spread: 7/10 (Very High) (+2)

Speed: 8/10 (Highest) (+3)

Endurance: 7/10 (Very High) (+2)

Battery Life: 5/10 (Standard)

Stealth: 5/10 (Standard)

Exploration: 2/10 (Lowest) (-3)

About the Toy Torch: Widely considered to be the best guard flashlight in the game, the Toy Torch gives +3 Speed and +2 Endurance, which is extremely powerful. However, you pay for it with -3 Exploration and -3 Range. This is good on coordinated teams that have a good leader, but isn’t recommended it you’re not entirely confident in the skills of your leader since if they die, you’re royally screwed.

Primary Role: Guard

Secondary Role(s): If you aren’t using this for anything other than guarding, you need help.

Visibility: 6.3/10: You have terrible Range, and no Battery Life like the Traffic Wand or Light Bar either.

Difficulty: 4/10[:/b] It’s not difficult to use, but the garbage Exploration means that it isn’t super easy either.

Skill Ceiling: 10/10: If you have a coordinated leader, this flashlight is the best in the game and nothing is better than it for guarding, but if you’re playing with uncoordinated people I wouldn’t recommend it since if your leader dies you’re screwed.

 
The Cinema Spotlight

 
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“For big strong men!”
-White Knight

Stats:

Range: 8/10 (Highest) (+3)

Spread: 8/10 (Highest) (+3)

Speed: 4/10 (Low) (-1)

Endurance: 5/10 (Standard)

Battery Life: 2/10 (Lowest) (-3)

Exploration: 8/10 (Highest) (+3)

Stealth: 3/10 (Very Low) (-2)

About the Cinema Spotlight: It’s like a Spotlight, but with even less Battery Life but even more Spread and Exploration, which makes it a really weird caboose flashlight. The fact that you have insane Exploration like the Smartphone means you can lead too, which again means this flashlight is really really weird.

The Battery Life isn’t is as bad as you think since even at low battery power the +3 Range and +3 Spread means you can still see fairly well, so don’t worry about that. In general though the Cinema Spotlight is a really weird flashlight, although it’s not really bad.

Primary Role: Caboose

Secondary Role(s): Leader

Visibility: 8/10: The Light itself is the best in the game, but you’ll be below 50% for most of the game, which kind of sucks since you don’t really get to utilize it to it’s fullest potential.

Difficulty Level: 6.5/10: The low Speed and low Battery Life makes it difficult to handle, so it’s slightly harder to use than the Spotlight, but not quite as hard as the Professional Flashlight.

Skill Ceiling: 8/10: The increased Range AND Exploration means that with this light you can pull snipes AND lead pretty effectively, which is something no other flashlight can really do at all, and this makes you tough stuff early on, but you aren’t a hotshot in the lategame.

 
The Smartphone

 

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“What’s that ugly thing photobombing our selfie?”
-Podrick, Spocky Ghoost of Bread

Stats:

Range: 4/10 (Low) (-1)

Spread: 5/10 (Standard)

Speed: 5/10 (Standard)

Endurance: 5/10 (Standard)

Battery Life: 4/10 (Low) (-1)

Stealth: 4/10 (Low) (-1)

Exploration: 8/10 (Highest) (+3)

About the Smartphone: The Smartphone is the best flashlight in the game for pure Exploration. It has the highest Exploration rating, whilst only losing Range, Stealth, and Speed. This means it’s the only flashlight that has the highest Exploration rating with no mobility loss, which makes it great for leading.

But beware though, the reduced Range and Battery Life are a bit more troublesome than you migh think, and at 0% battery power you can see virtually nothing. This makes it better at leading than the Rusty Flashlight, but worse at surviving in general since you don’t have Speed like the Rusty Flashlight and you don’t have good Range either.

Primary Role: Leader

Secondary Role(s): None.

Visibility: 2/10: It bobs down while you run like the Periscope or Reading Lamp, and it has terrible Battery Life too, unlike them. You can’t see much, especially at lower battery power.

Difficulty Level: 4.5/10: It’s difficult because you can’t see much lategame, and due to the reduced Battery Life you’ll need a ton of batteries too, but it’s not super hard either. I would recommend the Rusty Flashlight over this if you aren’t confident in your ability to survive.

Skill Ceiling: 10/10: It’s mostly flat out better than the Rusty Flashlight if you know how to survive since it clears maps that much faster. Just make sure you can handle the garbage light.

 
The Electric Lighter

 

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“I wanted a light source, guess this will do.”
-Camaraderie

Stats:

Range: 2/10 (Lowest) (-3)

Spread: 4/10 (Low) (-1)

Speed: 6/10 (High) (+1)

Endurance: 8/10 (Highest) (+3)

Battery Life: 5/10 (Standard)

Stealth: 7/10 (Very High) (+2)

Exploration: 4/10 (Low) (-1)

About the Electric Lighter: It’s like a Steath Light Bar. It has amazing Endurance and good Speed, coupled with Stealth that’s almost on the same level as the Heater or Jack o’ Lantern. This makes it the only guard flashlight that’s actually okay if you lose the group.

Beware though that it has some visibility issues. The light itself is more clear than the Toy Torch, but you have less Spread so you can’t stun the monster as fast while turning around. And it’s also the only flashlight in the game that I would definitely not recommend if you’re lagging, since it seems to have issues if the monster is lagging, but other than that it’s a pretty solid choice much like the Light Bar, but with the added benefit of being able to split too.

Primary Role: Stealth Split

Secondary Role(s): Guard

Visibility: 5.7/10: The only reason this flashlight isn’t down with the Periscope and Smartphone is because it lights around you like the Light Bar, and it’s clear even at low battery power, although you might have issues stunning the monster.

Difficulty Level: 2/10: It’s easier than the Light Bar since you have Stealth in case you get split from the group, which is nice, but it’s still more difficult to use than the Traffic Wand since it nerfs your Exploration a bit. Keep in mind you’re level 30+ now, so you shouldn’t have issues with this anyway.

Skill Ceiling: 8/10: It’s a strong pick due to crazy high Endurance and good Speed, even if you pay for it a lot in Range and Spread. It’s great on all guards and on most split builds too.

 
The Heater

 

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“The hottest flashlight out there.”
-Average-medic

Stats:

Range: 5/10 (Standard)

Spread: 4/10 (Low) (-1)

Speed: 6/10 (High) (+1)

Endurance: 4/10 (Low) (-1)

Battery Life: 4/10 (Low) (-1)

Stealth: 8/10 (Highest) (+3)

Exploration: 6/10 (High) (+1)

About The Heater: The Heater is essentially the stealthy twin brother to the Rusty Flashlight. It has the same Exploration and Speed of the Rusty Flashlight, but much better Stealth.

It has terrible Spread, Endurance, and Battery Life though. The Endurance penalty is kind of meh since the Speed bonus means that they cancel each other out, and the Spread and Battery Life penalty is annoying, but isn’t nearly as bad as the Smartphone or Jack o’ Lantern.

Over all the Heater is a very solid Split choice in most situations, the only thing I would recommend against is to not use this on any investigators that have below average Endurance, since that’s the only time you’ll have issues using this thing.

Primary Role: Stealth Split

Secondary Role(s): None.

Visibility: 6.5/10: It’s not bad at all, the reduced Spread and Battery Life might be kinda bad, but it’s nowhere near as bad as the Smartphone, and you generally shouldn’t have many issues with it.

Difficulty Rating: 3/10: Even though it technically is a slightly harder than average flashlight to use, it is the last flashlight you unlock in the game at level 34, so that kinda makes it easy since you don’t unlock it for a while.

Skill Ceiling: 9/10: It’s the only high Stealth flashlight that has good Range, meaning that you do have a bit more options in a duel with the monster. The Speed bonus and Endurance penalty basically cancel each other out, so that won’t be an issue either.

 
The Metal Flashlight

 
“Finally! A flashlight that’s worth bringing out there.”
-RNG

Battery Life: 5/10 (Standard)

Range: 6/10 (High) (+1)

Spread: 5/10 (Standard)

Speed: 5/10 (Standard)

Endurance: 5/10 (Standard)

Exploration: 5/10 (Standard)

Stealth: 5/10 (Standard)

About the Metal Flashlight: It’s a flashlight you have to pay for. And it hilariously outclasses the Toy Flashlight and Basic Flashlight. It’s got more Range, and….that’s it. Although it seemingly doesn’t stand out, it’s a lot better than it looks. It turns anyone who uses it into a caboose, and doesn’t hurt your mobility at all either, which is surprisingly strong, especially on investigators that need range without losing Endurance or Speed.

It’s good on anyone really, just in general putting it on someone that needs extra Range will do very well with this. I’d highly recommend it if you have it, but if you don’t, the Chinese or Toy Flashlight will also work, abeit, with either not the same Range or Endurance.

Visibility: 7.8/10: Not as good as the Toy Flashlight because it has less Spread, but the increased Range makes it distinctly above average.

Difficulty: 0/10: Again, like the Basic flashlight or Chinese lantern, it has no real drawback for the +1 Range, making it easy to use.

Skill Ceiling: 8/10 You can’t snipe the monster like you can with a Spotlight or Professional light, but this thing has no mobility penalty either, so you can stun the monster from a reasonably far distance away and still easily escape.

 

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