Shop

Between-day shop and side errands

Cash-out money and quest payouts buy tools, tiered perks, and token classes. Prices move. Several effects are one shop screen or one run.

Between-day shop and side errands

Cash-out money and quest payouts buy tools, tiered perks, and token classes. Prices move. Several effects are one shop screen or one run.

After a cash-out you are in the safe zone and the shop opens. Purchases are personal, except a walkie-talkie players bought for the team. The lineup grows across days. One player met entries they had not seen on day one.

Tools you throw or hold

  • Noise maker: a distraction sound. Consumed. Plan the throw before the chase, not during panic.
  • Petrify grenade: beeps where it lands. The petrify effect is not shown in recorded gameplay.
  • Walkie-talkie: team voice. Ctrl-sneak is also described as whispering that voice.
  • Red pepper: not a shop staple in the item roster. It is found in the aisles. Save it for the chase. About 40 percent speed in repeated measurements, and eating it is noisy.

Perks with a recorded tooltip

Shop line What was read Limit
Padded vest $50 crew protection in one listing A maxed vest still one-shot in one report
Night vision See further when the lights go out No distance given
Coupon book 15 percent more per order in two readings; "15 per" item in another; 50 percent on a later book Do not add these together
Sound reduction 20 less sound per tier Umbrella for hushed-voice perks, quick hands, camo jacket
Sprint stamina 25 percent more sprint stamina per tier One readout
Next-order bump Next order pays 25 percent more One listing
Spare uniform 25 credits for each soldier taken down Fighting is not a safe plan
Other named lines 6th sense, a 2-second heal, HP, an extra life Named as purchasable; effects not measured here

Day-one choices in one solo shop were energy drink, quick hand, and loyalty card, with $22 in hand. Their effects were not read off the screen in that report. Quick hand later sits under the noise-reduction umbrella in the items roster. Do not invent a potion effect for the energy drink.

Classes are bought with tokens, not the cash used for those perks. Runner and Scout are the pair on offer. A recorded Runner purchase granted more stamina. Scout's effect beyond the name is not documented.

Errands that pay side money

  • Lily, a child, drops Mr. Buttons when the lights go out. A pink bow identifies the bear. Returning it paid about $50 in one run, and that run says the soldier entity stopped hiding afterward. Both numbers and the soldier result are one recording.
  • Edna asks for milk, grapes, and broccoli. They glow faintly. One delivery paid 100 credits.
  • Tobias, the night-shift worker, lost his dog Biscuit when something tall came down aisle 9. Follow the barking. He is small, so the recordings say be quick. No payout figure was captured for the dog.

Cash, credits, and tokens show up as different words. Nothing confirms they are one wallet. The payback calculator on this site only does arithmetic on numbers you type. It is not a drop table.

If you are still dying before the register, buy stamina, quiet, or vision before a coupon book. Payout upgrades do not help a cart that never cashes out.

FAQ

Frequently Asked Questions

Are there codes?

No working code and no expired code has been recorded, and no redemption screen has been documented. Progress comes from shopping days, quests, and the between-day shop.

How many groceries does each day ask for?

Recorded normal runs ask for 8 items on day one, 12 on day two, and 16 on a later day. The names change every run. Press M and follow the marked items. Do not memorize one fixed list.

How do you finish a shopping day?

Bring the marked groceries to the front checkout and cash out inside the entrance safe zone. In co-op the day does not close until the surviving players are in that zone together. Then each player readies up. One squad was auto-readied after about 20 seconds.

What should you do when you hear clicking?

Written guides treat nearby clicking as the Locust being close: turn the flashlight fully off and stand still. Recorded runs also stop on a scream and move once if a heartbeat continues. Do both. There is no documented number of seconds to wait.

Does clearing day three beat the game?

Not confirmed. The HUD can say 3 days to fill the order, and some groups call a cash-out a win, but no recording shows a win screen. Other runs continue to day five and describe an endless loop. The access-card ending is a separate unverified written route.

Do you have to pay for the flashlight?

Recorded runs receive a flashlight when the store goes dark. It is not shown as a shop purchase. The beam is described as weak. One session lost the flashlight after a death. A paid lamp has not been documented.