Bloxodes

All 46 Items in DOORS

Updated on (3 days ago)

DOORS items solve different problems: light the next room, patch up a bad hit, control an entity, open a lock, or make a risky route safer. The best pickup depends on where you are and what the run is asking you to survive.

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Item function

Light and battery support

12 items

Start here when darkness or low charge is the problem. Small lights trade reach or fuel for convenience, while rechargeable options need better battery planning.

Candle

A small light source that becomes more useful when paired with a Lighter or a Rift.

Item type
Major
Areas
Multiple released floors
Effect
Lights the nearby area after it is lit.
Where to find
Tables, desks, and containers during a run.
Uses or duration
Limited fuel
Requirement
A Lighter is needed to ignite it.
Useful for
Dark rooms and entity warnings after its Rift transformation.
Limitation
It is weak until lit and uses an inventory slot.
Also known as
Possessed Candle after a Rift transformation

Flashlight

The dependable long-range light. Keep batteries nearby and switch it off when the room is bright.

Item type
Major
Areas
The Hotel, The Mines, The Rooms, and The Outdoors
Effect
Provides rechargeable directional light for dark rooms.
Where to find
Containers and shops during released floor runs.
Uses or duration
About 2 minutes per full charge
Requirement
Batteries are needed to recharge it.
Useful for
Dark rooms and spotting the route during chases.
Limitation
The charge drains while it is on and its flicker can attract Figure.

Lighter

A common backup light that also turns a plain Candle into a working light source.

Item type
Major
Areas
The Hotel and other released floors
Effect
Provides a small temporary light and can ignite Candles.
Where to find
Containers, the Pre-Run Shop, and Jeff's Shop.
Uses or duration
About 60 seconds of fuel
Useful for
Dark rooms and lighting Candles.
Limitation
Its light radius and fuel are smaller than a Flashlight's.

Straplight

A hands-free light for players who do not want to swap away from their useful item.

Item type
Major
Areas
The Mines and other released floors
Effect
Provides a small directional light while another item is held.
Where to find
Containers and shops during runs.
Uses or duration
About 2 minutes of fuel
Requirement
Batteries are needed to recharge it.
Useful for
Dark rooms when you need to keep a key, tool, or consumable equipped.
Limitation
It has a short range and uses batteries.

Shakelight

A rechargeable light that trades range and fuel for a battery-free refill.

Item type
Major
Areas
The Mines and other released floors
Effect
Provides directional light and can be recharged by shaking it.
Where to find
Containers and Jeff's Shop.
Uses or duration
Short charge that refills when shaken
Useful for
Dark rooms when batteries are scarce.
Limitation
It loses charge quickly and has a small light cone.

Glowstick

A throwable light that also doubles as a handy answer to a Giggle on your back.

Item type
Major
Areas
The Mines and other released floors
Effect
Creates light where it is thrown and can hit Giggles.
Where to find
Lockers, drawers, and other containers.
Uses or duration
Infinite until its light is extinguished
Useful for
Small dark spaces and stunning Giggles.
Limitation
You must throw it to light an area, and Gloombats can put it out.

Bulklight

A stronger Flashlight with a bigger cone, built for the wide spaces in The Mines.

Item type
Major
Areas
The Mines and The Hotel after being carried through a Rift
Effect
Provides a wide directional light and can stun Giggles.
Where to find
Containers in The Mines, the Pre-Run Shop, and Jeff's Shop.
Uses or duration
About 2 minutes per full charge
Requirement
Batteries are needed to recharge it.
Useful for
Large dark rooms and Giggles.
Limitation
It takes an inventory slot and is mainly found in The Mines.
Also known as
Spotlight

Laser Pointer

A low-drain pointer light that is surprisingly useful when a broad beam would wake up trouble.

Item type
Major
Areas
The Mines and other released floors
Effect
Creates a small light at the player's crosshair.
Where to find
Lockers, toolboxes, and drawers.
Uses or duration
About 1 minute 20 seconds of fuel
Requirement
Batteries are needed to recharge it.
Useful for
Dark rooms with Gloombats and precise close-range lighting.
Limitation
The lit area is very small.

Moonlight Candle

The Rift version of Candle, with a brighter glow and an entity-warning effect.

Item type
Major
Areas
The Hotel and The Mines after Rift creation
Effect
Provides a large blue light and detects certain entities.
Where to find
Create it by placing a normal Candle in a Guiding Light Rift.
Uses or duration
Infinite fuel
Requirement
A Candle and a Guiding Light Rift.
Useful for
Dark rooms and warnings for approaching entities.
Limitation
It stops working in subfloors because it relies on Guiding Light.
Also known as
Rift Candle; Possessed Candle

Lantern

The Outdoors' wide-angle light. Grab one before the chase if your Flashlight is looking gloomy.

Item type
Major
Areas
The Outdoors
Effect
Provides 360-degree light with more fuel than a Lighter.
Where to find
The ground, tables, and vine-covered chests in The Outdoors. One is guaranteed before the Eyestalk chase.
Uses or duration
About 5 minutes or 8 uses
Useful for
The Outdoors maze and the Eyestalk chase.
Limitation
It stops working in water and can cause problems in Firedamp rooms.

Batteries

The small pickup that keeps electronic lights alive. Store extras in a Battery Pack when possible.

Item type
Resource
Areas
Multiple released floors
Effect
Recharge compatible electronic light sources.
Where to find
Containers, drawers, tables, and other run loot.
Uses or duration
One recharge per battery
Requirement
A compatible light source or Battery Pack.
Useful for
Flashlight, Bulklight, Straplight, and Laser Pointer charge.
Limitation
They are consumed on use and cannot replace a missing light source.
Also known as
Battery

Battery Pack

A compact battery pouch that turns loose batteries into a much easier carry.

Item type
Major
Areas
The Mines and later released floors
Effect
Stores batteries so they can be used later in the run.
Where to find
Containers and Jeff's Shop.
Uses or duration
Holds up to 4 batteries
Requirement
Batteries to fill it.
Useful for
Saving inventory space and keeping electronic lights charged.
Limitation
It stores batteries but does not create them.
ImageNameDescriptionItem typeAreasEffectWhere to findUses or durationPriceRequirementUseful forLimitationAlso known as
CandleA small light source that becomes more useful when paired with a Lighter or a Rift.MajorMultiple released floorsLights the nearby area after it is lit.Tables, desks, and containers during a run.Limited fuel-A Lighter is needed to ignite it.Dark rooms and entity warnings after its Rift transformation.It is weak until lit and uses an inventory slot.Possessed Candle after a Rift transformation
FlashlightThe dependable long-range light. Keep batteries nearby and switch it off when the room is bright.MajorThe Hotel, The Mines, The Rooms, and The OutdoorsProvides rechargeable directional light for dark rooms.Containers and shops during released floor runs.About 2 minutes per full charge-Batteries are needed to recharge it.Dark rooms and spotting the route during chases.The charge drains while it is on and its flicker can attract Figure.-
LighterA common backup light that also turns a plain Candle into a working light source.MajorThe Hotel and other released floorsProvides a small temporary light and can ignite Candles.Containers, the Pre-Run Shop, and Jeff's Shop.About 60 seconds of fuel--Dark rooms and lighting Candles.Its light radius and fuel are smaller than a Flashlight's.-
StraplightA hands-free light for players who do not want to swap away from their useful item.MajorThe Mines and other released floorsProvides a small directional light while another item is held.Containers and shops during runs.About 2 minutes of fuel-Batteries are needed to recharge it.Dark rooms when you need to keep a key, tool, or consumable equipped.It has a short range and uses batteries.-
ShakelightA rechargeable light that trades range and fuel for a battery-free refill.MajorThe Mines and other released floorsProvides directional light and can be recharged by shaking it.Containers and Jeff's Shop.Short charge that refills when shaken--Dark rooms when batteries are scarce.It loses charge quickly and has a small light cone.-
GlowstickA throwable light that also doubles as a handy answer to a Giggle on your back.MajorThe Mines and other released floorsCreates light where it is thrown and can hit Giggles.Lockers, drawers, and other containers.Infinite until its light is extinguished--Small dark spaces and stunning Giggles.You must throw it to light an area, and Gloombats can put it out.-
BulklightA stronger Flashlight with a bigger cone, built for the wide spaces in The Mines.MajorThe Mines and The Hotel after being carried through a RiftProvides a wide directional light and can stun Giggles.Containers in The Mines, the Pre-Run Shop, and Jeff's Shop.About 2 minutes per full charge-Batteries are needed to recharge it.Large dark rooms and Giggles.It takes an inventory slot and is mainly found in The Mines.Spotlight
Laser PointerA low-drain pointer light that is surprisingly useful when a broad beam would wake up trouble.MajorThe Mines and other released floorsCreates a small light at the player's crosshair.Lockers, toolboxes, and drawers.About 1 minute 20 seconds of fuel-Batteries are needed to recharge it.Dark rooms with Gloombats and precise close-range lighting.The lit area is very small.-
Moonlight CandleThe Rift version of Candle, with a brighter glow and an entity-warning effect.MajorThe Hotel and The Mines after Rift creationProvides a large blue light and detects certain entities.Create it by placing a normal Candle in a Guiding Light Rift.Infinite fuel-A Candle and a Guiding Light Rift.Dark rooms and warnings for approaching entities.It stops working in subfloors because it relies on Guiding Light.Rift Candle; Possessed Candle
LanternThe Outdoors' wide-angle light. Grab one before the chase if your Flashlight is looking gloomy.MajorThe OutdoorsProvides 360-degree light with more fuel than a Lighter.The ground, tables, and vine-covered chests in The Outdoors. One is guaranteed before the Eyestalk chase.About 5 minutes or 8 uses--The Outdoors maze and the Eyestalk chase.It stops working in water and can cause problems in Firedamp rooms.-
BatteriesThe small pickup that keeps electronic lights alive. Store extras in a Battery Pack when possible.ResourceMultiple released floorsRecharge compatible electronic light sources.Containers, drawers, tables, and other run loot.One recharge per battery-A compatible light source or Battery Pack.Flashlight, Bulklight, Straplight, and Laser Pointer charge.They are consumed on use and cannot replace a missing light source.Battery
Battery PackA compact battery pouch that turns loose batteries into a much easier carry.MajorThe Mines and later released floorsStores batteries so they can be used later in the run.Containers and Jeff's Shop.Holds up to 4 batteries-Batteries to fill it.Saving inventory space and keeping electronic lights charged.It stores batteries but does not create them.-

Item function

Healing, food, and boosts

14 items

These items help recover from mistakes or improve a run before the next dangerous section. Their effects and limits vary, so save the stronger option for a moment that actually needs it.

Starlight Bottle

A compact heal and speed boost from The Backdoor that can also create a temporary extra Rift.

Item type
Major
Areas
The Backdoor and main-floor Rifts
Effect
Heals 50% of maximum health, grants speed, and creates a short area of light.
Where to find
The final room of The Backdoor and its shop.
Uses or duration
About 10 seconds of light and speed
Price
100 Gold in The Backdoor
Useful for
Recovering health and gaining time during The Backdoor.
Limitation
It is consumed after one use and the bonus health fades quickly.
Also known as
Bottle of Starlight

Starlight Jug

The big Starlight reward from A-1000. It is slow to earn but keeps helping long after one drink.

Item type
Major
Areas
The Rooms and later floors
Effect
Heals 100 HP, grants a long speed boost and Star Shield, and lights the area.
Where to find
Room A-1000 in The Rooms.
Uses or duration
4 uses; boost and glow last about 135 seconds
Requirement
Reach A-1000.
Useful for
Large health recovery, long chases, and carrying a strong run-saving item forward.
Limitation
It cannot solve instant-death encounters by itself and has a finite number of uses.
Also known as
Barrel of Starlight; Jug of Starlight

Starlight Vial

A quick Backdoor recovery drink that trades lasting power for a fast emergency boost.

Item type
Major
Areas
The Backdoor
Effect
Provides a short speed boost, light, and extra health.
Where to find
Containers and loot in The Backdoor.
Uses or duration
About 5 seconds per use
Useful for
Recovering from Blitz and Lookman damage and moving quickly through The Backdoor.
Limitation
Its boost is brief and repeated uses cannot be stacked immediately.
Also known as
Vial of Starlight

Smoothie

A reliable basement heal and the ingredient for a stronger Moonlight Float.

Item type
Major
Areas
The Hotel
Effect
Immediately restores 35 health.
Where to find
Tables in Hotel basements, excluding the Courtyard basement.
Uses or duration
Single use
Useful for
Recovering small amounts of health during The Hotel.
Limitation
It does not need to be used at full health and takes an inventory slot.

Moonlight Float

A Rift-made Smoothie that turns item hunting into a much less blurry scavenger hunt.

Item type
Major
Areas
The Hotel and The Mines
Effect
Restores 100 HP, gives a short glow, and highlights important items and entities.
Where to find
Create it by placing a Smoothie in a Guiding Light Rift.
Uses or duration
About 1 minute of glow and 5 minutes of highlights
Requirement
A Smoothie and a Guiding Light Rift.
Useful for
Finding Keys, Books, Fuses, Breaker Poles, Generators, and nearby entities.
Limitation
It stops working in subfloors and is consumed when used.
Also known as
Rift Smoothie

Gween Soda

A slow but generous Mine heal that also gives you a little extra running room.

Item type
Major
Areas
The Mines
Effect
Regenerates 100 health and gives a fading speed boost.
Where to find
Trade with or use a Crucifix on Louie.
Uses or duration
About 34 seconds of healing and about 28 seconds of speed
Requirement
A Louie trade or Crucifix interaction.
Useful for
Recovering from damage while moving through The Mines.
Limitation
It takes time to heal and is not found as ordinary container loot.

Bread

A small heal with one extra trick: Bread can be fed to Caws in The Outdoors.

Item type
Major
Areas
The Mines and The Outdoors
Effect
Immediately restores 45 health.
Where to find
Louie trades in The Mines and rare vine-covered chests in The Outdoors.
Uses or duration
Single use
Useful for
Healing and feeding Caws to improve Lotus Petal chances.
Limitation
Mine access usually requires giving up another item or using a Crucifix.

Cheese

Bread's Mine-only cousin: same heal, different snack, same slightly odd trade route.

Item type
Major
Areas
The Mines
Effect
Immediately restores 45 health.
Where to find
Trade with or use a Crucifix on Louie.
Uses or duration
Single use
Requirement
A Louie trade or Crucifix interaction.
Useful for
Recovering health during The Mines.
Limitation
It has no benefit beyond healing and is not ordinary container loot.

Donut

A rare Café find that heals a big chunk of health when the Hotel decides to be generous.

Item type
Major
Areas
The Hotel
Effect
Immediately restores 80 health.
Where to find
The Café room in a Mid-Run Rift, opened with a Skeleton Key.
Uses or duration
Single use
Requirement
A Skeleton Key to enter the Café Rift room.
Useful for
Large emergency healing and certain Louie trades.
Limitation
The Café room is rare, so it is not a routine source of healing.

Vitamins

A pure speed item for chases and tight escapes. Save one when the hallway starts moving faster than you.

Item type
Major
Areas
Multiple released floors
Effect
Gives the player a temporary speed boost.
Where to find
Containers, the Pre-Run Shop, and Jeff's Shop.
Uses or duration
About 10 seconds per use
Price
100 Knobs for a full Pre-Run Shop stack
Useful for
Seek chases, Figure, Grumbles, and fast room transitions.
Limitation
It no longer heals and repeated uses need a short wait between them.

Aloe

A full heal hidden around The Outdoors. Useful after damage, less useful against anything that skips the health bar.

Item type
Major
Areas
The Outdoors
Effect
Regenerates 100 health over a short period.
Where to find
Rarely inside or on top of containers in The Outdoors.
Uses or duration
10 healing ticks over about 3 seconds
Useful for
Recovering from damage in The Outdoors.
Limitation
It is rare, cannot be stacked, and most Outdoors threats can still kill instantly.
Also known as
Aloe Vera

Bandages

A quick 15-HP pickup that is most valuable when you have already taken a hit.

Item type
Resource
Areas
Multiple released floors except The Backdoor
Effect
Instantly restores 15 health.
Where to find
Commonly inside containers.
Uses or duration
Single use
Useful for
Small emergency heals after entity damage.
Limitation
They cannot be carried for later unless stored in a Bandage Pack.
Also known as
Bandage

Bandage Pack

A team-friendly health pouch that keeps loose Bandages from disappearing the moment you find them.

Item type
Major
Areas
The Mines and later released floors
Effect
Stores bandages that can be thrown out for later healing.
Where to find
Containers and Jeff's Shop in The Mines.
Uses or duration
Holds up to 10 bandages
Requirement
Bandages to fill it.
Useful for
Saving healing for later and sharing it with teammates.
Limitation
The pack itself does not heal until it has bandages inside.

Green Herb

The quiet sustain option. Find it once and let every opened door do a little healing.

Item type
Resource
Areas
The Hotel
Effect
Regenerates 5 health each time a door is opened.
Where to find
The Infirmary behind the Skeleton Key door.
Uses or duration
Lasts until the run ends or an entity kills the player
Requirement
A Skeleton Key to open the Infirmary.
Useful for
Recovering from chip damage across a long run.
Limitation
It is a passive effect and does not prevent instant-death attacks.
Also known as
Herb of Viridis
ImageNameDescriptionItem typeAreasEffectWhere to findUses or durationPriceRequirementUseful forLimitationAlso known as
Starlight BottleA compact heal and speed boost from The Backdoor that can also create a temporary extra Rift.MajorThe Backdoor and main-floor RiftsHeals 50% of maximum health, grants speed, and creates a short area of light.The final room of The Backdoor and its shop.About 10 seconds of light and speed100 Gold in The Backdoor-Recovering health and gaining time during The Backdoor.It is consumed after one use and the bonus health fades quickly.Bottle of Starlight
Starlight JugThe big Starlight reward from A-1000. It is slow to earn but keeps helping long after one drink.MajorThe Rooms and later floorsHeals 100 HP, grants a long speed boost and Star Shield, and lights the area.Room A-1000 in The Rooms.4 uses; boost and glow last about 135 seconds-Reach A-1000.Large health recovery, long chases, and carrying a strong run-saving item forward.It cannot solve instant-death encounters by itself and has a finite number of uses.Barrel of Starlight; Jug of Starlight
Starlight VialA quick Backdoor recovery drink that trades lasting power for a fast emergency boost.MajorThe BackdoorProvides a short speed boost, light, and extra health.Containers and loot in The Backdoor.About 5 seconds per use--Recovering from Blitz and Lookman damage and moving quickly through The Backdoor.Its boost is brief and repeated uses cannot be stacked immediately.Vial of Starlight
SmoothieA reliable basement heal and the ingredient for a stronger Moonlight Float.MajorThe HotelImmediately restores 35 health.Tables in Hotel basements, excluding the Courtyard basement.Single use--Recovering small amounts of health during The Hotel.It does not need to be used at full health and takes an inventory slot.-
Moonlight FloatA Rift-made Smoothie that turns item hunting into a much less blurry scavenger hunt.MajorThe Hotel and The MinesRestores 100 HP, gives a short glow, and highlights important items and entities.Create it by placing a Smoothie in a Guiding Light Rift.About 1 minute of glow and 5 minutes of highlights-A Smoothie and a Guiding Light Rift.Finding Keys, Books, Fuses, Breaker Poles, Generators, and nearby entities.It stops working in subfloors and is consumed when used.Rift Smoothie
Gween SodaA slow but generous Mine heal that also gives you a little extra running room.MajorThe MinesRegenerates 100 health and gives a fading speed boost.Trade with or use a Crucifix on Louie.About 34 seconds of healing and about 28 seconds of speed-A Louie trade or Crucifix interaction.Recovering from damage while moving through The Mines.It takes time to heal and is not found as ordinary container loot.-
BreadA small heal with one extra trick: Bread can be fed to Caws in The Outdoors.MajorThe Mines and The OutdoorsImmediately restores 45 health.Louie trades in The Mines and rare vine-covered chests in The Outdoors.Single use--Healing and feeding Caws to improve Lotus Petal chances.Mine access usually requires giving up another item or using a Crucifix.-
CheeseBread's Mine-only cousin: same heal, different snack, same slightly odd trade route.MajorThe MinesImmediately restores 45 health.Trade with or use a Crucifix on Louie.Single use-A Louie trade or Crucifix interaction.Recovering health during The Mines.It has no benefit beyond healing and is not ordinary container loot.-
DonutA rare Café find that heals a big chunk of health when the Hotel decides to be generous.MajorThe HotelImmediately restores 80 health.The Café room in a Mid-Run Rift, opened with a Skeleton Key.Single use-A Skeleton Key to enter the Café Rift room.Large emergency healing and certain Louie trades.The Café room is rare, so it is not a routine source of healing.-
VitaminsA pure speed item for chases and tight escapes. Save one when the hallway starts moving faster than you.MajorMultiple released floorsGives the player a temporary speed boost.Containers, the Pre-Run Shop, and Jeff's Shop.About 10 seconds per use100 Knobs for a full Pre-Run Shop stack-Seek chases, Figure, Grumbles, and fast room transitions.It no longer heals and repeated uses need a short wait between them.-
AloeA full heal hidden around The Outdoors. Useful after damage, less useful against anything that skips the health bar.MajorThe OutdoorsRegenerates 100 health over a short period.Rarely inside or on top of containers in The Outdoors.10 healing ticks over about 3 seconds--Recovering from damage in The Outdoors.It is rare, cannot be stacked, and most Outdoors threats can still kill instantly.Aloe Vera
BandagesA quick 15-HP pickup that is most valuable when you have already taken a hit.ResourceMultiple released floors except The BackdoorInstantly restores 15 health.Commonly inside containers.Single use--Small emergency heals after entity damage.They cannot be carried for later unless stored in a Bandage Pack.Bandage
Bandage PackA team-friendly health pouch that keeps loose Bandages from disappearing the moment you find them.MajorThe Mines and later released floorsStores bandages that can be thrown out for later healing.Containers and Jeff's Shop in The Mines.Holds up to 10 bandages-Bandages to fill it.Saving healing for later and sharing it with teammates.The pack itself does not heal until it has bandages inside.-
Green HerbThe quiet sustain option. Find it once and let every opened door do a little healing.ResourceThe HotelRegenerates 5 health each time a door is opened.The Infirmary behind the Skeleton Key door.Lasts until the run ends or an entity kills the player-A Skeleton Key to open the Infirmary.Recovering from chip damage across a long run.It is a passive effect and does not prevent instant-death attacks.Herb of Viridis

Item function

Entity control and survival

2 items

Crucifix and Alarm Clock are about creating breathing room when an entity becomes the main problem. Keep them for a threat you can identify instead of spending them on a vague feeling that something is wrong.

Crucifix

The emergency entity tool. Keep it for the encounter that would otherwise end the run.

Item type
Major
Areas
Multiple released floors
Effect
Banishes and immobilizes one entity before breaking.
Where to find
Rare loot, Jeff's Shop, and certain trades.
Uses or duration
Single use
Useful for
Rush, Ambush, Figure, Seek, Eyes, Halt, Screech, Dupe, Giggle, Dread, Gloombats, and Grumble.
Limitation
It does not solve every entity encounter and is consumed after use.

Alarm Clock

A noisy little decoy for the Library. Wind it, place it, and let Figure investigate the wrong problem.

Item type
Major
Areas
The Hotel
Effect
Distracts Figure when wound and placed nearby.
Where to find
Guaranteed in the Door 49 reception area and another spot in the Door 50 Library.
Uses or duration
Activates after about 10 seconds
Requirement
Wind it before placing it.
Useful for
The Library puzzle and Figure's patrol route.
Limitation
It distracts Figure rather than defeating it.
ImageNameDescriptionItem typeAreasEffectWhere to findUses or durationPriceRequirementUseful forLimitationAlso known as
CrucifixThe emergency entity tool. Keep it for the encounter that would otherwise end the run.MajorMultiple released floorsBanishes and immobilizes one entity before breaking.Rare loot, Jeff's Shop, and certain trades.Single use--Rush, Ambush, Figure, Seek, Eyes, Halt, Screech, Dupe, Giggle, Dread, Gloombats, and Grumble.It does not solve every entity encounter and is consumed after use.-
Alarm ClockA noisy little decoy for the Library. Wind it, place it, and let Figure investigate the wrong problem.MajorThe HotelDistracts Figure when wound and placed nearby.Guaranteed in the Door 49 reception area and another spot in the Door 50 Library.Activates after about 10 seconds-Wind it before placing it.The Library puzzle and Figure's patrol route.It distracts Figure rather than defeating it.-

Item function

Keys and puzzle progress

10 items

Keys and puzzle tools move you through locked routes and room challenges. Carrying the right progress item can matter more than adding another temporary boost to your pack.

Hotel Key

The basic progression key. Check its number, then check the door before opening it.

Item type
Minor
Areas
The Hotel
Effect
Unlocks the next numbered Hotel door.
Where to find
Containers and room surfaces near locked doors.
Uses or duration
Single use
Requirement
Match the key's number to the locked door.
Useful for
Normal Hotel progression.
Limitation
A wrong numbered door or Dupe can punish a rushed choice.
Also known as
Room Key; Key

Lockpick

The flexible key substitute. It saves searches, opens loot, and can sometimes stand in for a Fuse.

Item type
Major
Areas
Multiple released floors
Effect
Opens most locked doors and chests and can replace a Fuse in a generator.
Where to find
Containers, the Pre-Run Shop, Jeff's Shop, and some trades.
Uses or duration
One use per lock or generator
Useful for
Locked rooms, chests, The Electrical Room, and Mines generators.
Limitation
It does not open every special door and disappears after use.
Also known as
Lockpicks

Skeleton Key

A rare multi-use key that opens the doors most normal keys cannot.

Item type
Major
Areas
The Hotel and access routes to The Rooms and The Outdoors
Effect
Opens Skull Locks, the Infirmary, The Rooms entrance, and The Outdoors entrance.
Where to find
Jeff's Shop, rare loot, and certain trades.
Uses or duration
Up to 5 uses
Useful for
Green Herb, Mid-Run Rifts, The Rooms, The Outdoors, and locked treasure.
Limitation
It is rare, so spending it on a normal lock can waste a route-opening tool.

Electrical Room Key

The last key hunt in the Hotel. Find it upstairs, then get ready for the breaker room.

Item type
Minor
Areas
The Hotel Door 100
Effect
Opens the Electrical Room door at the end of The Hotel.
Where to find
A shelf on the upper floor of The Electrical Room.
Uses or duration
Single use
Useful for
Accessing the Circuit Breaker puzzle and the Mines elevator.
Limitation
Lockpicks or a Skeleton Key can replace it, and it cannot be stored in a Rift.

Book

Find the marked books, record their numbers, and let the Paper tell you the order.

Item type
Minor
Areas
The Hotel Library at Door 50
Effect
Provides a number and shape clue for the Library lock code.
Where to find
Shelves throughout The Library.
Uses or duration
Single puzzle use
Requirement
Collect it during the Library puzzle.
Useful for
Decoding the Door 51 padlock.
Limitation
Only some books contain useful digits and the book leaves the inventory after reading.
Also known as
Library Book

Paper

The Library's cheat sheet, minus the cheating. Match its shapes to the numbers in the Books.

Item type
Minor
Areas
The Hotel Library at Door 50
Effect
Shows the shape order needed for the Library lock code.
Where to find
The large desk in The Library.
Uses or duration
Single puzzle use
Requirement
Use it together with the numbered Books.
Useful for
Solving the Door 51 padlock.
Limitation
It disappears when the Library exit is opened.
Also known as
Solution Paper; Library Paper

Breaker Pole

Ten small switches stand between the Hotel and the Mines. The room is the dangerous part.

Item type
Minor
Areas
The Hotel Electrical Room at Door 100
Effect
Activates the Circuit Breaker mini-game.
Where to find
Labyrinth halls, storage rooms, and areas near the elevator.
Uses or duration
10 poles are required for the puzzle
Requirement
The Electrical Room must be opened first.
Useful for
Powering the elevator to The Mines.
Limitation
Each pole is single-use and Figure appears while the room is being searched.

Fuse

The Mines' version of a key: find the right number of Fuses, power the generator, and open the gate.

Item type
Minor
Areas
The Mines
Effect
Powers generators that open gated rooms in The Mines.
Where to find
Lockers, tables, drawers, toolboxes, and sometimes the floor near a generator.
Uses or duration
Usually 1 to 3 per generator room
Requirement
Insert the needed number into the room's generator.
Useful for
Mines gate and generator progression.
Limitation
Only the room's required fuses spawn, and inserted fuses leave every player's inventory.
Also known as
Generator Fuse

Backdoor Room Key

The Backdoor's numbered key. Keep moving before Haste makes the route even less forgiving.

Item type
Minor
Areas
The Backdoor
Effect
Unlocks the next Backdoor door.
Where to find
Rooms and containers during The Backdoor.
Uses or duration
Single use
Requirement
Match it to the next Backdoor door.
Useful for
Backdoor progression and reaching its final reward room.
Limitation
It only works for the Backdoor route.
Also known as
Backdoor Key

Iron Key

The brown key for Outdoors crypts. If you find a locked grave, check nearby containers.

Item type
Minor
Areas
The Outdoors
Effect
Opens locked crypts containing Lotus Petals.
Where to find
Inside or on top of containers near locked crypts.
Uses or duration
Up to 5 carried
Useful for
Opening crypts and collecting Lotus Petals.
Limitation
It does not use an inventory slot and is removed when The Outdoors ends.
ImageNameDescriptionItem typeAreasEffectWhere to findUses or durationPriceRequirementUseful forLimitationAlso known as
Hotel KeyThe basic progression key. Check its number, then check the door before opening it.MinorThe HotelUnlocks the next numbered Hotel door.Containers and room surfaces near locked doors.Single use-Match the key's number to the locked door.Normal Hotel progression.A wrong numbered door or Dupe can punish a rushed choice.Room Key; Key
LockpickThe flexible key substitute. It saves searches, opens loot, and can sometimes stand in for a Fuse.MajorMultiple released floorsOpens most locked doors and chests and can replace a Fuse in a generator.Containers, the Pre-Run Shop, Jeff's Shop, and some trades.One use per lock or generator--Locked rooms, chests, The Electrical Room, and Mines generators.It does not open every special door and disappears after use.Lockpicks
Skeleton KeyA rare multi-use key that opens the doors most normal keys cannot.MajorThe Hotel and access routes to The Rooms and The OutdoorsOpens Skull Locks, the Infirmary, The Rooms entrance, and The Outdoors entrance.Jeff's Shop, rare loot, and certain trades.Up to 5 uses--Green Herb, Mid-Run Rifts, The Rooms, The Outdoors, and locked treasure.It is rare, so spending it on a normal lock can waste a route-opening tool.-
Electrical Room KeyThe last key hunt in the Hotel. Find it upstairs, then get ready for the breaker room.MinorThe Hotel Door 100Opens the Electrical Room door at the end of The Hotel.A shelf on the upper floor of The Electrical Room.Single use--Accessing the Circuit Breaker puzzle and the Mines elevator.Lockpicks or a Skeleton Key can replace it, and it cannot be stored in a Rift.-
BookFind the marked books, record their numbers, and let the Paper tell you the order.MinorThe Hotel Library at Door 50Provides a number and shape clue for the Library lock code.Shelves throughout The Library.Single puzzle use-Collect it during the Library puzzle.Decoding the Door 51 padlock.Only some books contain useful digits and the book leaves the inventory after reading.Library Book
PaperThe Library's cheat sheet, minus the cheating. Match its shapes to the numbers in the Books.MinorThe Hotel Library at Door 50Shows the shape order needed for the Library lock code.The large desk in The Library.Single puzzle use-Use it together with the numbered Books.Solving the Door 51 padlock.It disappears when the Library exit is opened.Solution Paper; Library Paper
Breaker PoleTen small switches stand between the Hotel and the Mines. The room is the dangerous part.MinorThe Hotel Electrical Room at Door 100Activates the Circuit Breaker mini-game.Labyrinth halls, storage rooms, and areas near the elevator.10 poles are required for the puzzle-The Electrical Room must be opened first.Powering the elevator to The Mines.Each pole is single-use and Figure appears while the room is being searched.-
FuseThe Mines' version of a key: find the right number of Fuses, power the generator, and open the gate.MinorThe MinesPowers generators that open gated rooms in The Mines.Lockers, tables, drawers, toolboxes, and sometimes the floor near a generator.Usually 1 to 3 per generator room-Insert the needed number into the room's generator.Mines gate and generator progression.Only the room's required fuses spawn, and inserted fuses leave every player's inventory.Generator Fuse
Backdoor Room KeyThe Backdoor's numbered key. Keep moving before Haste makes the route even less forgiving.MinorThe BackdoorUnlocks the next Backdoor door.Rooms and containers during The Backdoor.Single use-Match it to the next Backdoor door.Backdoor progression and reaching its final reward room.It only works for the Backdoor route.Backdoor Key
Iron KeyThe brown key for Outdoors crypts. If you find a locked grave, check nearby containers.MinorThe OutdoorsOpens locked crypts containing Lotus Petals.Inside or on top of containers near locked crypts.Up to 5 carried--Opening crypts and collecting Lotus Petals.It does not use an inventory slot and is removed when The Outdoors ends.-

Item function

Outdoors and run utility

8 items

These tools help with terrain, navigation, item storage, and unusual route problems. Tip Jar is a rare Mid-Run Rift or Louie find, not a normal container pickup, so treat it as a lucky extra.

Shears

A simple tool with excellent mileage: cut vines, open better loot, and do not waste the last snip.

Item type
Major
Areas
The Hotel, The Mines, and The Outdoors
Effect
Cuts vines from chests and shortcuts.
Where to find
Vine-covered areas, closets, containers, and Jeff's Shop.
Uses or duration
About 5 cuts
Price
300 Gold at Jeff's Shop
Useful for
Vine-covered loot, secret routes, and Outdoors chests.
Limitation
They break after their available cuts are used.

Compass

The Outdoors navigation shortcut. Follow the arrow when the forest starts offering too many wrong turns.

Item type
Major
Areas
The Outdoors
Effect
Points toward the next progressive door.
Where to find
Containers and cabins in The Outdoors.
Uses or duration
Reusable during the run
Useful for
The Outdoors route and Hedge Maze navigation.
Limitation
It is not useful during the Eyestalk chase and only naturally appears in The Outdoors.

Multitool

A two-tools-in-one upgrade for players who would rather carry one useful gadget than two.

Item type
Major
Areas
The Mines and later floors
Effect
Combines the functions of a Lockpick and Shears.
Where to find
Jeff's Shop in The Mines and Louie trades.
Uses or duration
20 collective uses
Price
500 Gold at Jeff's Shop in The Mines
Useful for
Locked doors, locked chests, vine-covered chests, and Outdoors crypts.
Limitation
It cannot replace a Fuse in a generator and may arrive with some durability already spent.

Lotus Petal

Collect eight glowing petals in The Outdoors and Grampy turns them into a second chance.

Item type
Minor
Areas
The Outdoors
Effect
Combines into a Lotus when enough petals are brought to Grampy.
Where to find
Containers, the ground, and locked crypts.
Uses or duration
8 needed for a Lotus; up to 20 carried
Requirement
Collect 8 and speak with Grampy.
Useful for
Creating the Lotus and its revival route.
Limitation
It is not a normal inventory-slot item and cannot be dropped.

Lotus

The Outdoors reward that lets a run bend instead of completely breaking after a death.

Item type
Major
Areas
The Outdoors and floors reached after it is created
Effect
Creates a revival point near where it is planted in a floor.
Where to find
Grampy creates it after 8 Lotus Petals are collected.
Uses or duration
One planted revival point
Requirement
8 Lotus Petals and Grampy's interaction.
Useful for
Recovering from death and replaying a difficult floor section.
Limitation
It must be planted before death and does not make every encounter safe.
Also known as
Lotus Flower

Rift Jar

A throwable emergency Rift for players who do not want to carry a rare item through danger.

Item type
Major
Areas
Main floors and subfloors
Effect
Breaks on impact and opens a Rift where it lands.
Where to find
Create it by placing a Tip Jar in a Guiding Light Rift or receive it from Louie.
Uses or duration
Single use
Requirement
A Tip Jar and Guiding Light Rift, or a successful Louie trade.
Useful for
Saving a rare item during a dangerous middle section of a run.
Limitation
It is hard to obtain and only one can be carried.

Tip Jar

A released but rare jar from the Abandoned Shop or Louie. Its real job is becoming a Rift Jar.

Item type
Major
Areas
The Hotel Mid-Run Rifts
Effect
Transforms into a Rift Jar when placed in a Guiding Light Rift.
Where to find
The Abandoned Shop room in a Mid-Run Rift or a trade with Louie.
Uses or duration
Single transformation
Requirement
A Guiding Light Rift to turn it into a Rift Jar.
Useful for
Creating a portable Rift during a run.
Limitation
It is rare and is not normal drawer loot.

Glitch Fragment

A risky mystery pickup: use it only after you have a hiding spot and a plan for the glitchy visitor.

Item type
Resource
Areas
Most released floors
Effect
Triggers a Glitched Entity encounter that can grant a random positive buff.
Where to find
Rarely inside or on top of containers, with better odds after Glitch encounters.
Uses or duration
One activation
Requirement
Interact with the Fragment and survive the encounter.
Useful for
Rare buffs, item refills, and unusual run recovery.
Limitation
It is extremely rare, disappears on interaction, and is not available in every special mode.
ImageNameDescriptionItem typeAreasEffectWhere to findUses or durationPriceRequirementUseful forLimitationAlso known as
ShearsA simple tool with excellent mileage: cut vines, open better loot, and do not waste the last snip.MajorThe Hotel, The Mines, and The OutdoorsCuts vines from chests and shortcuts.Vine-covered areas, closets, containers, and Jeff's Shop.About 5 cuts300 Gold at Jeff's Shop-Vine-covered loot, secret routes, and Outdoors chests.They break after their available cuts are used.-
CompassThe Outdoors navigation shortcut. Follow the arrow when the forest starts offering too many wrong turns.MajorThe OutdoorsPoints toward the next progressive door.Containers and cabins in The Outdoors.Reusable during the run--The Outdoors route and Hedge Maze navigation.It is not useful during the Eyestalk chase and only naturally appears in The Outdoors.-
MultitoolA two-tools-in-one upgrade for players who would rather carry one useful gadget than two.MajorThe Mines and later floorsCombines the functions of a Lockpick and Shears.Jeff's Shop in The Mines and Louie trades.20 collective uses500 Gold at Jeff's Shop in The Mines-Locked doors, locked chests, vine-covered chests, and Outdoors crypts.It cannot replace a Fuse in a generator and may arrive with some durability already spent.-
Lotus PetalCollect eight glowing petals in The Outdoors and Grampy turns them into a second chance.MinorThe OutdoorsCombines into a Lotus when enough petals are brought to Grampy.Containers, the ground, and locked crypts.8 needed for a Lotus; up to 20 carried-Collect 8 and speak with Grampy.Creating the Lotus and its revival route.It is not a normal inventory-slot item and cannot be dropped.-
LotusThe Outdoors reward that lets a run bend instead of completely breaking after a death.MajorThe Outdoors and floors reached after it is createdCreates a revival point near where it is planted in a floor.Grampy creates it after 8 Lotus Petals are collected.One planted revival point-8 Lotus Petals and Grampy's interaction.Recovering from death and replaying a difficult floor section.It must be planted before death and does not make every encounter safe.Lotus Flower
Rift JarA throwable emergency Rift for players who do not want to carry a rare item through danger.MajorMain floors and subfloorsBreaks on impact and opens a Rift where it lands.Create it by placing a Tip Jar in a Guiding Light Rift or receive it from Louie.Single use-A Tip Jar and Guiding Light Rift, or a successful Louie trade.Saving a rare item during a dangerous middle section of a run.It is hard to obtain and only one can be carried.-
Tip JarA released but rare jar from the Abandoned Shop or Louie. Its real job is becoming a Rift Jar.MajorThe Hotel Mid-Run RiftsTransforms into a Rift Jar when placed in a Guiding Light Rift.The Abandoned Shop room in a Mid-Run Rift or a trade with Louie.Single transformation-A Guiding Light Rift to turn it into a Rift Jar.Creating a portable Rift during a run.It is rare and is not normal drawer loot.-
Glitch FragmentA risky mystery pickup: use it only after you have a hiding spot and a plan for the glitchy visitor.ResourceMost released floorsTriggers a Glitched Entity encounter that can grant a random positive buff.Rarely inside or on top of containers, with better odds after Glitch encounters.One activation-Interact with the Fragment and survive the encounter.Rare buffs, item refills, and unusual run recovery.It is extremely rare, disappears on interaction, and is not available in every special mode.-

Pick for the problem in front of you

Light is usually the first decision. A Flashlight gives you reach when a dark route keeps going, while a Lighter, Candle, or Glowstick can cover a short gap without asking for the same kind of battery plan. Bigger lights are not automatically better: keep fuel and charge for the rooms where seeing the route matters most.

Healing, food, and boosts are easier to waste than to replace. Use a small recovery item when it solves the immediate problem, but keep a stronger option for a chase, a long dark section, or a floor transition. Starlight items, food, drinks, Vitamins, Aloe, and bandages do not all serve the same job, so compare the effect and limitation before grabbing the first thing that fits your inventory.

Keep progress items ready

Keys, Books, Paper, Fuses, and the Breaker Pole are route items as much as they are inventory items. When a room gives you a puzzle clue, leave yourself enough space to carry the item that opens the next step. A useful light or healing pickup can still be the wrong choice if dropping a needed key sends you back through danger.

Crucifix and Alarm Clock are for moments when buying time matters more than dealing damage. Save entity-control tools for a threat you can identify, and do not spend one early just because a room feels tense. The room usually gives you a better clue than your nerves do.

Treat rare utility as a bonus

Outdoors items change how you read the route. Shears, Compass, and Multitool help with practical obstacles, while Lotus items and Rift tools reward careful timing. The Tip Jar is a special case: it can come from the Abandoned Shop in a Mid-Run Rift or from Louie, then become a Rift Jar when used in a Guiding Light Rift. It is rare and not normal drawer loot, so build a run around the tools you actually have.

Normal runs are the focus here. Event-only, cosmetic, upcoming, and modifier-only entries are outside the everyday item plan, even if they appear in older discussions or special modes.

Avoid the common inventory traps

  • Carrying several weak lights while leaving no room for a key, healing item, or puzzle tool.
  • Using a limited-use item before checking whether a simpler tool handles the room.
  • Spending a battery or boost just before a floor transition without checking what the next route needs.
  • Treating an item name as a full description: read its effect, area, requirement, and limitation together.
  • Waiting for a rare Tip Jar instead of using the light, healing, or route tool already in your pack.

A good inventory is not the one with the fanciest gear. It is the one that still has the right answer when the next room stops being polite.

FAQ

Q.

Which light should I carry in DOORS?

Use a Flashlight when you need directional reach through a longer dark route and can support it with Batteries. A Lighter, Candle, or Glowstick works better as a compact backup when you only need short-term light.

Q.

How should I choose between healing items and boosts?

Compare the item's effect, area, and limitation before using it. Small recovery items can solve a minor mistake, while stronger food, drinks, Vitamins, Aloe, or Starlight options are better saved for a dangerous route or a low-health run.

Q.

What is the Tip Jar used for?

The Tip Jar can appear in the Abandoned Shop room inside a Mid-Run Rift or come from a trade with Louie. Place it in a Guiding Light Rift to turn it into a Rift Jar, and do not expect to find it as normal drawer loot.

Q.

When should I use a Crucifix or Alarm Clock?

Keep entity-control tools for a clear threat that would otherwise cost the run. Identify the danger first, then use the item when it creates a real opening to hide, move, or finish the route.

Q.

Why do some DOORS items have different names?

Some names are aliases used for the same released item. Starlight Jug may also be called Barrel of Starlight, Green Herb may be called Herb of Viridis, and Hotel Key or Backdoor Room Key can appear under shorter key names.

Q.

Are event and modifier items part of a normal run?

No. The normal-run focus is released permanent gear, so event-only, cosmetic, upcoming, and modifier-only entries are left outside the everyday item plan.

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