Mall Game Items
What every prop does, where it spawns, and why the glizzy has two locations.
This page documents every named item in Tape 1. Generic props (chairs, shelves, arcade machines) are not listed. If an item does not have a quest flag or a HUD count, it is furniture. Items are organized by when you encounter them, not by rarity.
Quest-critical items
Flashlight - given by Filip at Act 2 start. Toggle with F (PC) or the flashlight button (mobile). Not optional.
Vent keys - given by Filip. Open hatches toward BCPenney and the food court. Lose them and you lose the tape.
Glizzy - Gavin’s fetch. Normal: often on the BCPenney reception table. Hard: often at the hot-dog stand. Check both if you cannot find it. Can be eaten before turn-in to refill hunger.
Taser - given by David. Stuns Mother for the arm grab. One charge per grab; if you miss, you may need a revive ticket.
David’s arm - returned to David for basement keys and Fatback advice. The most mechanically demanding pickup in the game.
Basement keys - from David. Gate to fuel and Fatback.
Fuel cans - from Dylan / the basement loop. Physical pickups; HUD count can bug negative. Pick up until the objective clears.
Consumables
Pizza - cafeteria. Refills hunger. Eat before David’s arm and before the fuel loop. Hunger fidget breaks freeze prompts.
Witches Brew (Hard) - lounge pickup. Hunger or flavor item on Hard.
Optional pickups
Security key - lounge or security room. Nice to have, not required.
Management door code - read from in-world digits in the management area. Do not paste a 2025 YouTube number.
What is not an item
- Revive tickets - from codes or purchases, not found on shelves
- Tix - currency, not a physical pickup
- Lotus - a teaser, not a documented item
Item spawn quirks in the revamp
The 2026 rebuild moved some item pixels. If the glizzy is not where this page says it is, check both spawn points and trust the live game. If a vent is one-way in your build, believe the hatch. We update this page when players confirm a spawn change.
Key item sequencing
The items in Mall Game are locked into a specific order by the quest chain. You cannot pick up Davids arm before getting the taser, and you cannot enter the basement without the basement keys from David. This sequencing is intentional - it guides players through the mall in a specific direction and prevents them from skipping ahead. Skipping items or grabbing them out of order will not break the game, but it will cause your objective text to desync from your actual progress. If you find yourself with an objective that says “return to NPC” but you have already completed that step, check whether you missed an item pickup earlier in the chain. The vent keys from Filip are the most commonly missed item because they are obtained in the transition between Acts and some players rush past the exchange without pressing E.
Item importance for co-op
In co-op, item distribution matters as much as item collection. The taser is a single-use item that benefits the player attempting David’s arm, but the stun window is short enough that coordination matters. Communicate who is running items and who is doing the taser section before entering David’s area. The fuel loop can be split between two players to reduce individual risk, but Dylan only accepts the full set from one player at a time - splitting requires careful handoff coordination. The flashlight can be shared visually but only one player has it equipped at a time. Decide who reads labels and door codes before entering the management area, and make sure that player keeps the flashlight on while the other guards the door.
Related
Quest-Reihenfolge for when to grab each item. Item tier list for ranking by clear contribution. Karte for locations.
Item tier philosophy
Items in Mall Game fall into three implicit tiers: survival-critical (taser, keys, fuel), quality-of-life (pizza, glizzy, flashlights), and quest-locked (David’s arm, fuel canisters, the management code). Survival items should never be dropped, even if a teammate needs them more. Quality-of-life items can be shared freely. Quest items are usually single-use per run and should be guarded.
Stacking and inventory limits
You can carry up to three items plus whatever you have equipped. The fourth slot is your active melee / taser. Dropping (Q) drops at your feet and makes noise. If you swap items rapidly the swap animation locks you for ~0.6 seconds, which is enough time for Mother to close a short hallway. Plan swaps during saferoom downtime, not mid-chase.
Item synergies worth knowing
Taser + glizzy: drop the glizzy as bait, taser Mother when she investigates. Keys + vent: keys open vent hatches that were one-way in earlier patches. Pizza + first-revive ticket: pizza restores stamina, the ticket saves a teammate run, together they cover both survival vectors for one Act. Items rarely combine mechanically but the timing windows they enable are where most speedruns come from.