Consumable Items

There are many different items to find and collect, each with its own use. Passive consumables will help you, and the Active consumables will hinder your enemies.

There are three slots to save consumables for later use. They can be used at any time, and using an item counts as a round - all enemies will move once after you use the item. It should be noted that some items can be wasted if used incorrectly - like a drill when not next to a wall or a lightbulb on lit floors.

If all three slots are full and the player picks up a fourth item, one of the items must be dropped behind. The dropped item will disappear completely. If a player has any use for one of these items, s/he must therefore use it first.

Some items are rare and cannot be bought from a shopkeeper, and some can only be found on the Tower Base.

## Quest Items

While these items are not considered consumables, it should be noted that they are still "Consumable" items, and are listed here for that purpose. These items are quintessential for game completion, and are not restricted by the amount of available slots.

### **Key**

Keys are used in order to open the locked (green) doors on each floor of the game. These locked doors usually separate the player from either the purple staircase (which leads players to the next Floor) or a passive/active consumable. Trying to go through one of these doors without a key will grant the player with a message saying
"It's Locked". Occasionally, some floors may have a regular door leading to the staircase, which can help to save keys for Floors 5 and 10, which require more than one key to continue on.

### **Gem**

    Escaping the tower isn't the only objective of the game; collecting as many yellow gems as one could fathom also plays a role. (Alternatively, get the Zero rank if you don’t collect any, but why would you wanna do that?) Collecting more will leave the player with a higher rank at the end of the game. The Shopkeepers, on the other hand, will strive to reduce the number of gems a player has, as they tend to offer consumables for purchase.

## Passive Consumables

### **Lightbulb**

Provides light across the entire floor, as if it had all been explored. Can be wasted if used while inside a cardboard box or on fully-lit levels one, eleven, the rooftop, or the tower base.

### **First Aid Kit**

    Adds one point of HP. If the player has all three lives, they will gain a fourth one; there is no known max on hearts (up to seven lives have been seen by gameplay). As a consequence, it is never to your advantage to keep one and not use it. Basically, when you acquire one of these, use it as soon as possible. You can gain an extra life AND free up space for another item! Sounds pretty good, eh?

### **Drill**

Drills a straight hole through a wall to the other side. Useful to get through rooms locked with green doors. Can be wasted if used in empty spaces or on doors; it only works when facing a wall. It is usually the fastest way to access the tower base.

### **Portable Door**

Places an unlocked door anywhere you are looking at. They look exactly like regular doors and are always located where a door would usually be; They can be put against single-tile walls or on top of green doors in order to bypass green doors. They can also be placed in hallways or near the entrance, stopping bots in their tracks.

Portable Doors are very particular items. They are quite rare, appearing exclusively on Purple levels. They also cannot be put in the place of entrances or exits. The collectible, unlike normal doors, **does not block cameras' and guards' line of sight**, but once picked up and placed by the player it does act normally. This can mislead the player, especially in situations involving cameras and guards with lasers.

An easy way to spot portable doors is to use the unexplored areas to your advantage. Since everything appears as question marks, you can specify whether a door is a portable door or not. For example, if there is a question mark, you explore the area, and the question mark is replaced with a door, you know that the "door" is actually a portable door.

If you were to stand behind the "door" at the bottom, you would be in troubleThe "door" at the top is a portable door collectible; the one at the left is an actual door (click to open).A situation where a laser bot killed a player because this alleged "door" was in fact a portable door collectible
### **Skateboard**

Allows you to "skate" forward in a line until you hit a wall or an object. The skateboard can help the player cross enemy-covered sections (like laser cameras' sights) without being detected, and also skate through fire without taking damage - only the resting place counts. If the player stops head-to-head with an enemy, it will be alerted and the player will lose a life in the same turn. Has 3 uses. Particularly useful on certain sections of floor 15.

### **Teleporter**

Teleports you to a random spot on the current floor. You cannot teleport into blocks or doors. You do not have any control over where you teleport. If the player teleports in the midst of enemies, it will stun anything within a bomb's radius - but it is still possible to teleport into one's sight. Works as a tool for evasion or, on small floors, to access locked rooms. Has 3 uses.

### **Cardboard Box**

Deactivates the alarm (if raised) and allows you to pass unnoticed by enemies; however, the box falls apart after a while - 50 rounds, including the first one it is used - or if an enemy is stunned by any means. Firing a pistol or using a bomb will end the box's cover prematurely *and* activates the alarms.

If any enemies are chasing the player, they will lose track of them, even if used right in front of them. Dogs will stop chasing the player, fall asleep in place, and say "Woof?" Bombbots chasing the player will explode. Patrol Bots will say things indicating they are confused. Terminators won't be fooled by the box, though.

The box limits the player's vision to the space close by, and all areas previously explored will be "forgotten", making them dark again. Lightbulbs are wasted if used inside the box - they will only work *after* the box falls apart.

As common sense suggests, cardboard boxes do not protect the player against fire. They *do*, however, protect the players against lasers. This can be especially helpful for compact areas with a lot of laser enemies.

### **Time Stopper**

Stops time for a very short period - 20 rounds, including the round you used it - causing everything else to freeze for the duration and making the player undetectable. This consumable will end prematurely if an enemy is attacked or if another item is used. The character will flash blue/white during this.

Any ongoing alarm and fire will still exist during and after the use of the time stopper - **but using a weapon like a pistol or bomb while the time stopper is active will not set up the alarms**.

It does not protect you against fire.

### **Helix Wing**

    Automatically ends the game, as if you had made it to the helipad on the roof.

Its description mentions that if the player reach the rooftop with it in their inventory, it would count as 10 bonus gems, but in both the HTML and Flash versions of the game, this does not occur, possibly due to a bug.

It can only be found on the tower base, in one of the small, closed off areas.

## Active Consumables

### **Banana**

Leaves a banana peel behind you which knocks out any enemy that passes through it. If the player has their back against a wall, it will leave the peel in the present square. It cannot damage the player.

If the peel is placed where there is a stunned enemy, it will be stunned again once it awakes, consuming the banana peel. Also, if it is placed this over the yellow staircase, no enemies will spawn for this level - This happens because there is an "object" occupying the entrance square (see Mechanics). Be aware - for the same reason, if a peel is placed into a square containing a key, it will disappear. Large numbers of Banana Peels will appear in the glitchy level before the Glitch Dungeon found after either bombing or drilling through the cliff face at the Tower Base past the fire river.

Placing the banana peel on the yellow staircase on the rooftop is helpful as it will prevent any Terminators from spawning.

### **Leaf Blower**

Pushes one enemy you're looking at against the wall, stunning it. Particularly interesting to use against sentinels, in order to dislodge them, and against bombbots - if used on a bombbot it will blow up it in its initial location, not moving nor raising alarms.

### **Bomb**

Destroys walls, doors and any enemies permanently up to three tiles away (straight line) and in a 5x5 diamond. Using this consumable will raise the alarm, alerting all guards on the current floor, similar to running into a camera's line of vision. Banana peels, gems, other consumables, keys and stunned enemies are not affected.

Can be found in any level but are particularly prominent on the roof.

### **Signal Jammer**

Stuns all cameras and sentinels on the floor, including the ones unseen, as if you had attacked them. It works also on stunned cameras, resetting their countdown. All other enemies are unaffected.

When you use this, the player says, "Jamming Camera Signals!"

This item is particularly helpful on levels where there are a lot of cameras and/or sentinels, such as floor 5 or floor 10.

### **Pistol**

Destroys permanently one enemy or camera that is in front of you. The line of sight is limited only by the edge of the screen. Has 4 uses. When used, it will raise the alarm. It is important to remember to face the enemy when using this. Pistols do not work on stunned enemies.

### **Sword**

Slides you forward similar to a Skateboard until you hit a wall, a door, or a gem, permanently killing all enemies in your path. This weapon can kill several enemies at once if used properly. It is particularly useful on certain sections of floor 15 and getting past the fire river on the Tower Base.

### **Fire Extinguisher**

Puts out fires created by the Matchstick or Firemen and knocks enemies and cameras unconscious. Has a small range but can be used on multiple enemies at a time. Works through walls, does not alert the guards, has six uses - arguably the best weapon in the game due to all of this. It is quite rare, as it can only be found on Purple Floors.

### **Matchstick**

    Ignites everything in front of you for a short distance - walls, doors, empty squares, and even enemies. The fire will start spreading and it cannot be easily put out, rendering whole sections inaccessible.

It's mostly (but not always) found at the tower base. The item only throws the fire ahead of the player; any enemies in it can still move and attack in this round before dying. See the page on fire for details.

Be aware that certain enemies are immune to fire, such as Elite Bots and Terminators.

## Special

### **Error**

    This is a collectible found only in the glitch levels. Works like a bomb, but with a larger blast (13-squared diameter) and creating "glitches", including random banana peels, bricks and even possible alternate exit stairs that can be used.

It can be used in both the glitch dungeon and on the regular levels and activates the alarms once used.

## Strategy

Here are some tips and strategies regarding items:

* Lightbulbs are particularly good in floors 8, 9 and 14;
* Bananas should be used as defensive weapons, likely in situations you've already been spotted by a bot. Their purpose is distinct of attacking items such as pistols or extinguishers. If you want to stop enemy spawning, place banana peels on the starting yellow staircase. This is especially helpful on the Rooftop.
* Use First-aid kits as soon as possible. There is no reason to keep them since there is virtually no limit in the number of hearts you can have.
* Signal Jammers are good in rooms where there are a lot of cameras and sentinels, like floors 5 and 10. They are also helpful in tight rooms with both cameras and guards;
* For evasion, prefer Cardboard boxes to Time stops, because they last longer and erase alarms if needed. However, if you already have a pistol with you, you can use a time stop to fire without alerting the guards;
* For dodging enemies, prefer Teleporters to skateboards - Swords also help.
* Drills are more common and useful than portable doors in almost all scenarios;
* In purple levels, always assume a door can be a collectible instead of a real door; Do not stand right behind it if you're waiting for cameras, sentinels or bots to look away;
* Extinguishers are the best attacking weapons, hands down. They have a fair range, can penetrate walls, have six shots, and do not trigger the alarms;
* "Error" collectibles should be saved as long as possible, since the glitch levels can be difficult to transverse;
* Helix wings end the game. Try to collect as many gems as possible before using it if death is imminent. Yeah, you won. But did you?

Of course, needless to mention that **nothing here is written in stone**. Every item has its advantages according to the situation.