Beer

What it does
Drink it from your inventory to get drunk. Fear builds more slowly and your melee hits harder, but the screen distorts and your movement gets unsteady.
Beer is one of two consumables you use straight from your inventory, along with marijuana. Drinking it makes you drunk, which distorts the screen and makes your movement unsteady.
In exchange, fear has less grip on you. It builds more slowly while you are drunk, and some players find it clears altogether, so you are less likely to be locked down by fear when you stand and fight. Being drunk also boosts your melee damage, though Patch 1.0.3 made that boost smaller so drunk civilians stop downing Michael in one hit.
It is a situational item rather than a bad one. If you are about to fight Michael at close range, it helps; if you are about to run, the unsteady movement is a cost. Some perk cards add bonuses while drunk, and Bob Simms skips most of the drunk penalties through his Heavyweight trait, so those are the ways to build around it.
Beer is not what got the game refused classification in Australia. Its companion item is.
What does Beer do?
Drink it right before a fight you have chosen, not while you are fleeing. The benefit, less trouble from fear and a harder swing, only pays off when you are standing your ground near Michael.
If your perk deck has cards that trigger while drunk, beer is how you switch them on; otherwise it is low on the list for a three-slot inventory. A bottle is the better find of the two, since it can also be thrown.
From 5:55
The COMPLETE Civilian Guide for Halloween: The Game
Aliychu
Starts at the consumables: what alcohol, soda and joints each do, in under a minute.
Good to know
- Drinking it makes you drunk: the screen distorts and your movement gets unsteady.
- Fear builds more slowly while you are drunk.
- You deal more melee damage while drunk, though less than you used to.
- A beer bottle can be thrown at Michael, and the broken bottle picked up as a small blade weapon.
Keep going
Ancient Amulet
Negates Michael's first grab and blinds him for roughly three seconds. No button press needed.
Fragile Hourglass
Throw it beside a downed Michael for a possible longer arrest window. Extra time is unreliable; it does not guarantee an arrest.
Brass Lantern
Switched on, it shows Michael through a green glow, even while he is invisible in Shape Jump.