Consumables Guide
Consumable Basics
Consumables are single-use items brought from lobby shops or picked up on floors. You equip up to fifteen per run alongside three starters. They address emergencies—fear spikes, bleed from Glass traps, chase recovery on Envy, Sloth timer panic—and enable greedy strats like extended loot routes when surplus modifiers double ground spawns.
Money buys consumables between runs. During runs, ground spawns supplement stock. Daily Mode Scarcity modifier reduces availability; Surplus doubles ground pickups—adjust routing accordingly.
Categories and Usage
Fear reducers stabilize decision-making during blackouts and entity proximity. Healing items recover from trap damage like Bear Trap twenty-damage hits. Speed boosts save bad Envy sight lines. Bleed cleansers like Granola Bar counter Glass zones—critical when Grapplers drag players across glass rapidly stacking bleed.
Do not hoard consumables for imaginary late floors if mid floors kill you repeatedly. Spending on Floor 15–20 learning is valid investment.
Loadout Packing
Standard pack: majority fear/healing, two speed, one bleed answer minimum if maps include Glass-prone layouts. Boss-heavy pushes add extra speed. Co-op teams coordinate who carries team fear answers versus selfish speed.
Break Room lever timing in Daily Mode affects when picked consumables count toward score—pull lever after collection if optimizing rank.
Economy Tips
Buy in bulk before ambitious depth attempts. Death wipes consumables used—failed runs still teach usage timing. Custom lobby practice runs do not grant money; do not drain stock practicing there.