Speed Coil
Mobility / Speed Boost
Greatly amplifies walking/running speed. Cancels immediately if unequipped. Does NOT restore stamina.
Synergy: Must be used AFTER Soda for maximum mobility. Reversing order cancels Speed Coil effect.
Soda
Consumable / Stamina
Restores stamina to maximum.
Synergy: Must be consumed BEFORE Speed Coil to achieve maximum mobility. Order is critical.
Radar
Detection
Displays closest entity in studs. Tricolor display: Green (Far), Orange (Close), Red (Nearest). Emits auditory beeps correlating to proximity.
Synergy: Sync with auditory output for distance calculation before visual UI reaches critical state.
Camera Monitor
Support / Surveillance
Deploy up to 3 active cameras on map. POV shifts to placed cameras with static overlay. Disables player camera rotation while active.
Synergy: Place at high-traffic corridors or adjacent to Capture points. Highlighted globally for team awareness.
Riot Coil
Defensive / Stun
Executes highly efficient, safe stun on hostile entities WITHOUT forcing player to halt movement.
Synergy: During Last Prisoner Standing (infinite stamina), can be used perpetually for sustained high-speed movement.
Metal Bat
Offensive / Stun
Capable of stunning entities, but inflicts severe mechanical penalty by forcing player to stop moving during animation wind-up.
Synergy: Not recommended against fast-closing entities. Wind-up animation duration exceeds safe response time.
Revolver
Offensive / Ranged
Ranged kinetic strike that completely stuns entity for 5-6 seconds. 50% misfire rate (blank rounds).
Synergy: Fire ONLY at maximum operational range to allow 15-second retreat window if misfire occurs. Never fire at close range.
Glass Coil
Mobility / Speed Boost
Specifically calibrated to provide enough velocity to outrun the entity Agony.
Synergy: Use when Agony is active and confirmed. Not general-purpose speed item.
Heliotrope Coil
Mobility / Speed Boost
Required to outrun Alex, whose speed is calibrated slightly beneath this item's output.
Synergy: Essential during Alex encounters. Only speed item effective against this specific threat.
Blue Relic
Defensive / Warding
Provides protective ward against certain entities.
Synergy: Ineffective against high-tier threats. Bypassed entirely by Alex and Agony.
Healing Item
Consumable / Health
Restores 50% of maximum health instantaneously.
Synergy: Zero mechanical penalty for mid-chase deployment. Can be used during active engagements.
Teddy Bear
Consumable / Health
Instantaneous health restoration after attack survival.
Synergy: Critical for sustained survival after Brute Twins bleed damage.
Burger
Consumable / Health
Can be eaten in stages (half-eaten). Health regeneration over time.
Synergy: Sustained healing for navigating continuous bleed effects from entities like Brute Twins.