Items are supplies and equipment gathered from the house in Scavenging and Apocalypse game modes, or randomly generated in the shelter on Survival and Apocalypse (if not set to Tsar Bomba difficulty) game modes. These range from essential supplies, such as Soup and Water, to defense equipment, such as the Rifle, to entertainment items, such as the Harmonica.
Soup & Water[]
In Scavenging, Soup is usually found in the kitchen, while Water is usually found in either one of the bathrooms, though various cans and bottles are seen spread around the house.
In theory, these are the only items absolutely required for survival, since characters will die after 5 days without water and 10 days without soup. Nevertheless, because of events, it's very unlikely to survive for long periods of time without other items. In rare occasions, characters can become sick instead of starving to death. Needs confirmation
Each can of soup and bottle of water contains four servings, such that one can feed the entire family.
Strategies[]
A often performed strategy is to give water and soup to all family members present every 5 days. Though characters can survive up to 10 days without soup, it's not uncommon to simply forget to feed them.
Confirmed to work; widely used
By hovering over characters, it's possible to see exactly how hungry and thirsty they are. This way, it's possible to give soup and water only to the family members that need it the most. This isn't recommended, since the resulting confusion makes it easy to commit mistakes which can lead to the death of family members.
Theoretical only; needs more testing
Well-fed characters are more likely to return from expeditions, so it's recommended to feed characters before sending them out onto expeditions.
Confirmed to work; scarcely used.
Defensive Items & Weapons[]
Defensive Items and weapons are those used to defend the shelter from raiders and other threats, and occasionally to attack outsiders.
Axe[]
Main article: Axe
In Scavenging[]
The Axe takes up two slots. It's often found in the living room, the parent's bedroom, and the hallway. Needs confirmation. It should be a high priority when scavenging, since both the Military and Twins endings require it.
In Survival[]
Main article: Events
The Axe is a requirement in two of the most common good endings, and it's extremely useful in a variety of events:
Shaving Ted[]
When Ted's beard is fully grown, there's a chance for an event where you can attempt to shave him. Though there's a chance that Ted will end up injuring himself, the sanity boost that this event grants him is often worth it.
Any indoor threat[]
When some creature appears in the shelter, the player can choose to use the Rifle, the Axe, or the Bug Spray to fend them off. It's highly recommended to use one of these items when these events occurs, since not doing so can lead to losing equipment, soup, or water.
Raiders/Old Ladies/Firefighters[]
When the old ladies or Firefighters invade the shelter, or when the never-ending wave of raiders and bandits begin, the Axe is an essential tool to defend yourself from them. Unfortunately, it breaks after one use.
This is not an exhaustive list. You can help by adding more events in which the Axe is useful.
In Expeditions[]
Though it may seem counterintuitive, the Axe doesn't actually do anything when bringing it along on an expedition. The slot is better used with something else.
Rifle[]
Main article: Rifle
Oftentimes erroneously called "Gun".
In Scavenging[]
The Rifle takes up two slots. How much of a priority it is depends on what ending you want to achieve. It's a requirement for the Military Ending, and it's an absolutely essential tool if your goal is to survive past Day 100, since it helps you deal with raiders, but otherwise isn't as useful as the Axe.
Locations where the Rifle can be found around the house haven't yet been confirmed.
In survival
In Survival[]
Counterintuitively,
Any indoor threat[]
When some creature appears in the shelter, the player can choose to use the Rifle, the Axe, or the Bug Spray to fend them off. It's highly recommended to use one of these items when these events occurs, since not doing so can lead to losing equipment, soup, or water.
Raiders/Old Ladies/Fire Fighters[]
When the old ladies or fire fighters invade the shelter, or when the never-ending wave of raiders and bandits begin, the Rifle is an essential tool to defend yourself from them. If you have the spare Ammo, the Rifle won't break, and the Ammo will be consumed instead.
Entertainment
There is an event where the family is bored. If you choose the rifle they will go hunting. I usually get soup from doing this.
This is not an exhaustive list. You can help by adding more events in which the Rifle is useful.
In Expeditions[]
If the neighbourhood has been occupied by raiders, bringing the Rifle along reduces the chances that a character may be captured by them. Needs confirmation.
Padlock[]
Main Article: Padlock
("What's in the Suitcase? DLC" & 60 Seconds! Reatomized)
In Scavenging[]
The Padlock takes up one slot. It can oftentimes be found on hanging somewhere in the hallway wall, or on the closet on either bedroom. Needs confirmation. In normal gameplay, it shouldn't be much of a priority, since it's rarely used outside of very specific scenarios and the Raider events. But when your goal is to survive past Day 100 or to survive with a single family member, it becomes one of the most important items in the game.
In Survival & Expeditions[]
The padlock is one of the items used to fend off the unending waves of raiders, though it unfortunately breaks after one use. Unlike most other items, the Padlock can't be repaired once broken, and it's simply discarded. If there's only one family member left, and they go on an expedition, the Padlock will be automatically used to avoid a You were driven away ending. When a character takes the Padlock on an expedition, they have a chance to bring back 2 Bottles of Water, or a Rifle, or a Boy Scout Handbook.
Bug Spray[]
Interchangeably callled "Poison."
In Scavenging[]
The Bug Spray takes up one slot. More often that not, it's found in either one of the bathrooms or the kitchen. Needs confirmation. It's an important item to bring, but should never be a priority.
In Survival[]
In most events where the Bug Spray can be used, it's better to use other items, or even ignore the event completely. For example: in the Cockroaches event, using the Boy Scout Handbook will still kill the aforementioned bugs, but won't be destroyed, unlike the Bug Spray.
Still, the Bug Spray isn't completely useless. If the player has a used Medkit and the Boy Scout Handbook, they are sometimes able to repair the Medkit by using the Bug Spray, but unfortunately, Dolores and Ted have a chance to become sick doing this. It can also be used to fend off raiders and indoor threats.
Pancake event
There is a chance a creature will be out side. The options are to use the bug spray and other options. If you want Pancake, the dog, use the flashlight. If you use bug spray, Pancake will be killed.
Survival Equipment[]
Survival Equipment are items used to help with day-to-day post-apocalyptic life inside the bunker.
Boy Scout Handbook[]
Main Article: Boy Scout Handbook
Oftentimes shortened to "Scout Handbook" "Handbook" “boy scout book” etc.
In Scavenging[]
The Handbook takes up one slot. It's often found in Timmy's side of the children's bedroom because of his obsession with adventure, survival, and the Boy Scouts. It's extremely useful in nearly any situation, and should always be a priority when scavenging. It can also be found in the bathroom.
Other locations where the Boy Scout Handbook can be found around the house are yet to be confirmed.
In Survival[]
If the player has the Handbook and a broken item inside their shelter (Gas Mask, Flashlight, Map, Rifle, Radio), an event may occur where the player is given the option to repair said item. These repairs have a very high chance to succeed (Needs verification; might always succeed), Except when repairing the map, where there's a 50% chance that both the map and the handbook will be completely destroyed. It's also incredibly useful in a number of other events:
Great Uncle Terry[]
The Handbook can be used to find a photo of Great Uncle Terry, which will increase the sanity of every family member. Sometimes rather than great uncle Terry it can be other names such as, Aunt Ada. Not using the Handbook in this event will lower their sanity, instead.
Cockroaches & Spiders[]
The Handbook can be used to kill cockroaches and spiders before or after they appear. It's the only item usable in these events that won't break or be destroyed.
Timmy's Birthday[]
Giving the Boy Scout Handbook as a gift to Timmy on his birthday will increase his sanity by a lot. If he's already insane, however, he will end up destroying the handbook.
This is not an exhaustive list. You can help by adding more events in which the Boy Scout Handbook is useful.
First Aid Kit[]
Main article: First Aid Kit
Commonly shortened to "MedKit"
The First Aid Kit has, quite infamously, had its visual changed between 60 Seconds! and 60 Seconds! Reatomized. The red cross is an internationally copyrighted symbol by the Red Cross, and in order to avoid copyright infringement, the MedKit's cross was changed to green.
In Scavenging[]
The MedKit takes up two slots, and is commonly found in either one of the bathrooms. It's extremely useful in almost every situation and should always be a priority when scavenging. Another common spot is the kitchen.
Other locations where the First Aid Kit can be found around the house are yet to be confirmed.
In Survival[]
If a family member is sick and/or injured, the MedKit can be used to heal them. Unless you're trying to get rid of that character, it's recommended that you use the MedKit to heal them as soon as possible; although injuries and sickness can heal on their own, this can only happen if the family member in question is on a very good diet. It's important to note a few events involving the MedKit:
Insomnia[]
This event is likely to happen in the first week. It's not recommended that you use the Medkit when this event occurs, since the consequence of ignoring it is that all family members present become Tired. This means that they won't be able to leave in Expeditions. But unless you are in desperate need of resources, it's not recommended to leave in expeditions this early in the game anyways.
Making a new MedKit[]
If the player has the Boy Scout Handbook, the Bug Spray, and a consumed MedKit in their shelter, an event may pop up where they can destroy the Bug Spray in order to make a new MedKit. This has a chance to make Ted and/or Dolores sick, but it's generally worthwhile.
Pancake[]
The MedKit is a requirement to obtain Pancake. If you don't have a MedKit when beginning his event chain, you should send out expeditions to obtain one before the event where Pancake needs one.
In Expeditions[]
When taken on expeditions, if a character would normally return up injured, they will consume the MedKit instead. But it won't reduce the chance of death, and you can simply heal them once returning, so this isn't recommended.
The Twins
There is a chance the med kit will be used to get the twin ending. The twins will ask for the first aid kit as the people building their camp are injured. There is also a chance wastelanders will be at the door. They will ask for a first aid kit, soup can, or water bottle. Helping them could result in meeting the twins. If you don’t help, then there is a chance they will steal every single item you have.
Ammunition[]
(Often shortened to Ammo)
In Scavenging[]
The ammo takes up one slot and can commonly be found on side tables and the floor. It is a mild priority but is usually out of the way, making it not worth it to try to get.
In Survival[]
The ammo is a mildly useful item. It can be used as cleaning product (using the gunpowder) and, well, as ammo. It can also save the gun from breaking. It is also apparently very easily misplaced.
Misplaced Ammo[]
On any given day with ammo in the bunker, there is a possibility that the ammo will be misplaced. If the flashlight is not used, you will not get the ammo back
Ammo Lending[]
There are two scenarios where you can lend people ammo. The first is a woman hunting a spider. She does not immediately repay. There is also a man that will bang on the door, demanding ammo and a very good pay for it. (someone who knows what you get from this please add)
Trading[]
Ammo is usually worth 1 water and is often found as an option when trading.
Cleaning[]
Especially in later-game, the scenario of having to clean yourself is common. Using the gunpowder you can clean yourself, but the gas mask is usually the better option, as it never breaks during this scenario.
In Expeditions[]
The ammo can be brought on expeditions. It can save the gun from being broken on the expedition.
(needs some fact checking)
Suitcase[]
Main Article: Suitcase
("What's in the Suitcase? DLC" & "60 Seconds! Reatomized")
In Scavenging[]
The Suitcase takes up three slots. It should be an extreme priority, since it contains other items inside it, effectively bringing several things to the shelter for the cost of one. In Tsar Bomba difficulty, however, the Suitcase never contains anything, and it shouldn't be a high priority.
In Survival[]
When brought to the shelter, it contains one of these list of items.
• Ammo or Flashlight
• Soup Can
• Bottle of Water and Map
Note that this isn't an exhaustive list. You can help by testing things and adding to it.
The Pond[]
An event may occur where the family can try using the suitcase to fish something out of a nearby pond. This will almost always provide useful items, but the suitcase will be destroyed.
A list of items obtainable through this event is yet to be fully compiled.
In Expeditions[]
Bringing the Suitcase on an expedition will unlock the other expedition slots, allowing a character to take up to three more items with them. With the right combination of items, this can dramatically increase the amount of things they bring back, their chance to return safely, or their speed.
Portable Radio[]
Main Article: Portable Radio
Oftentimes shortened to "Radio"
Occasionally referred to as "Rajio"
In Scavenging[]
The Radio takes up one slot. It's a useful item to fight off insanity but isn't as effective as the Deck of Cards, and some of its events can even lower sanity. Still, it's a requirement for the Military Ending, so its priority when scavenging depends on what ending you are looking for and your overall play style.
In Survival & Expeditions[]
Somewhere in the second, third, or fourth weeks, the Radio may announce that the fallout on the surface has stopped. This drastically reduces the risk of characters becoming sick when leaving on expeditions. Without the Radio, this will likely take much longer. (See Expeditions)
Tinkering with the Radio will break it more often than not, so it's recommended to ignore these events when they pop up.
If the player breaks or loses their Radio during the Military Ending event chain, they will need to repair it or obtain a new one before continuing.
When a character takes the Radio on an Expedition, they have a chance to bring back 3 Bottles of Water or a MedKit
Note that this isn't an exhaustive list. You can help by testing things and adding to it.
Listening To The Radio
You may get the prompt to listen to the radio. This may break the radio. It also may let you hear the directions to supplies and get you more items, entertain family, or help family members have successful expeditions.
Gas Mask[]
Can be broken in an earthquake. Can be used when going out in expeditions to prevent radiation sickness. (Takes up 1 space) It hangs on any wall in scavenge mode. This is an important item. It can also be used to clean goo from pipe( if you want Mutant Mary Jane then you shouldn’t do this) or it can be used in the shower event. If you don’t use something in the shower event, all people will become sick.
Flashlight[]
Can be broken in an earthquake. It is required for obtaining Pancake. It can also be able to signal an army plane. (Takes up 1 space). In scavenging it is usually in the kids room, the parents room, or the hallway.
Map[]
Can be used when the military asks you to meet up at the rescue area and can lead you to a treasure. (Takes up 1 space)
Entertainment Items[]
Entertainment Items are those whose main purpose is to increase the family's sanity.
Deck of Cards[]
The best option to fight insanity. Can be used to play with a man offering supplies in a gamble, but don't accept it because he will cheat and will steal your supplies. It also can be given as a gift for Mary Jane's birthday, and possibly other birthdays. The military will need you to use this to signal them on occasion. Can be traded for food/water. (Takes up 1 space) It token on an expedition it can get you two bottles of water or a Boy Scout book.
Harmonica[]
(Dolores DLC only) The harmonica is an item that is rarely used. It can be used to make the roaches dance to gain an achievement and fend off raiders.
Checkers[]
Can be used to fight off insanity and trade with visitors. It can be used to help Timmy sleep and fend off bandits in the Shelter Alone challenge.