All Game Items

Comprehensive All Game Items Guide for Until Dawn



Until Dawn is a narrative-driven horror game where your choices and quick-time events determine the fate of eight teenagers. While the game lacks a traditional loot system, it features a variety of key items, weapons, consumables, and collectibles that influence the story, unlock clues, and affect survival. This guide lists every major item, explains its purpose, how to obtain it, and when it becomes useful.

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1. Weapons and Tools



These items allow characters to defend themselves or interact with the environment. Most are found during exploration or given through story events.

ItemCharacter(s)How to ObtainUse / EffectImportant Notes
Hunting KnifeMike (Chapter 6)Found in the Wolf's den near the sanatorium.Used by Mike in a QTE to kill a Wendigo attacking the wolf.If missed, the wolf may not survive to help later.
ShotgunEmily (Chapter 4), Mike (Chapter 6)Emily finds it in the cable car station. Mike can pick it up later from the same spot.Can be fired to kill a Wendigo (in Mike's case) or used to threaten others.Ammo is limited; using it unwisely can lead to death. One shot available.
Flare GunMattFound in the fire tower (Chapter 6) if Matt explores the right area.Can be fired to signal for help or scare off an attacker. Saves Matt from falling if used correctly.If not found, Matt will have fewer survival options.
Baseball BatAsh / Chris (Chapter 5)Found in the lodge basement by Ashley.Used to break a locked door in the basement to rescue Josh (fake).A simple tool with no combat use; story progression.
ScissorsJessicaFound in the bedroom of the cabin (Chapter 2) if Jess looks carefully.Can be used to cut the rope when escaping the cabin if the player chooses that QTE.Only useful for a single escape sequence.
Syringe / DrugsEmily / MikeFound in the infirmary (Chapter 4) by Emily or later by Mike.Contains a sedative; used by Mike to incapacitate the wendigo-like creature (actually Josh) in the shed.Key to revealing the identity of the "psychopath."
PipeMikeFound in the sanatorium (Chapter 6) as a wrench or pipe piece.Used to turn off the fire sprinklers or to pry open a door.Not a weapon, but a tool for solving environment puzzles.
Gas CanMike (Chapter 7)Found in the garage after the wendigo chase.Used to explode the building (optional) to kill wendigos.The can must be thrown and shot with the shotgun to create an explosion.
FlashlightVariousAutomatically equipped when entering dark areas.Illuminates paths; can attract wendigos if used carelessly.Essential for navigation; wendigos are drawn to light.
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2. Key Items (Plot Progression)



Items that must be collected to advance the story or unlock specific scenes.

ItemDescriptionLocationImportance
Josh's PhoneA smartphone found in the basement.Chapter 8, after the reveal.Used to call for help and escape the mines via the grate.
Gold HairpinBeth's hairpin found by the cliff.Prologue (Hannah/Beth) or Chapter 1 (if revisited).Used to unlock the desk drawer in the old lodge, revealing a secret diary.
RopeA coil of rope in the cabin.Chapter 2 (cabin) or later in the mines.Required to descend into the depths or climb down cliffs.
ExplosivesDynamite sticks stored in the mine.Chapter 9 (mines).Used to blow up the entrance to the wendigo lair, preventing escape.
The Book / JournalA document detailing the wendigo curse.Found in the stranger's hut (Chapter 6).Provides backstory and clues about how to stop the wendigos. No direct gameplay effect.
KeysVarious keys (e.g., to the car, to the shed).Scattered through chapters.Open locked doors or containers, leading to items or safety.
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3. Consumables and Healing Items



Until Dawn does not have health bars; instead, damage leads to character death based on choices. However, there are a few temporary-use consumables.

ItemEffectFoundNotes
Pill Bottle (Painkillers)Emily can take pills to calm her heart rate after being chased.Infirmary cabinet.Not required; a narrative choice affecting panic level.
Cherry BombA distraction device. Can be thrown to divert a wendigo.Found in a drawer in the lodge (Chapter 3).Only useful in a single QTE sequence with Chris and Ash.
Snack BarProvides a temporary morale boost? No real effect.Various drawers.Purely flavor item.
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4. Currencies and Materials



There is no traditional currency in Until Dawn. Items are found and used at specific moments. No crafting system. The closest to "materials" are metal parts used to create traps (only in one branching path).

ItemUseLocation
Metal ScrapCan be used to repair the elevator cable or build a trap to catch a wendigo.Found in the garage and near the mine entrance (Chapter 7–8).
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5. Collectibles (Totems and Clues)



These do not have direct gameplay effects but influence the story and forewarn the player about future events. They are divided into Totems and Clues.

#### 5.1 Totems

Totems are carved wooden tokens that show a brief vision of a possible future. They are color-coded by type. Finding all totems in a group unlocks the "All Totems" trophy/achievement.

ColorMeaningExample Vision
White (Death)Shows a character's potential death.A picture of a character impaled on antlers.
Black (Loss)Shows a character losing something important (e.g., a weapon or a friend).A figure dropping a gun.
Yellow (Fortune)Shows a favorable outcome if the correct choice is made.A character smiling after a decision.
Red (Danger)Warns of immediate peril (e.g., QTE failure).A hand reaching out to grab someone.
Blue (Guidance)Gives a hint for solving a puzzle or escaping.A character looking at a map.
Totems are scattered throughout the mountain. Finding all totems in a chapter unlocks extra collectibles. Location guides are separate.

#### 5.2 Clues

Clues are documents, photos, or objects that reveal backstory and foreshadowing. There are over 100 in total. Key examples:

ClueTypeRelevance
Hannah's DiaryJournal entry (found in the drawer unlocked with the hairpin).Reveals that Hannah was in love with Mike and was pranked.
The Wendigo DrawingSketch (found in the mines).Shows the transformation process; hints at the monster's weakness.
Stranger's NotesHandwritten notes (found in the hut).Explain the history of the wendigo curse and how to kill them (fire).
Photo of the TwinsPhoto (found in the lodge).Shows Beth and Hannah; triggers memories.
Severed HeadHuman remains (found in the mines).Confirms that wendigos eat human flesh and can be killed by decapitation.
The Prank VideoRecording of the prank on Hannah (found in the cable car station).A major clue that explains why Hannah and Beth ran into the forest.
Police ReportOfficial document (found in the station).Mentions the missing girls and the suspicious deaths on the mountain.
Clues often appear in the Evidence Board section, which can be accessed from the menu to piece together the mystery.

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6. Special Items (Butterfly Effect Triggers)



Certain items directly affect the branching story paths (the "Butterfly Effect").

ItemCharacterActionConsequence
The CoinMatt / EmilyFound on the floor of the cable car station.Can be used to distract the deer or thrown to make noise; can save or doom characters.
The Fire PokerAshFound near the fireplace in the lodge.Used to defend against an attacker; if used at the wrong time, can cause a death.
The Space KeychainFound by Mike in the laundry room.Triggers a memory of Hannah; no gameplay effect but ties to the story.
The Santa HatFound in the attic.A joke item; can be put on as a disguise (optional) leading to a comedic scene.
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7. Environmental Interactions (Quasi-Items)



These are not inventory items but objects in the world that the player can use for specific actions.

ObjectUse
WindowsCan be smashed to escape a room or create an opening.
DoorsCan be locked or unlocked; essential for defense.
Light SwitchesCan be flipped to turn on lights, which may attract or repel enemies.
GeneratorsCan be turned on to restore power to areas.
Heating VentsCan be closed to prevent wendigos from using them as passages (strategic).
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8. Important Synergies and Upgrades



Since the game does not have upgrades, synergies come from combining items with choices:

Shotgun + Gas Can = Explosion: If Mike carries both, he can blow up the sanatorium, killing many wendigos.
Flare Gun + Matt: The flare gun can save Matt from being pulled off a cliff if fired at the right moment.
Scissors + Jessica: If Jess has the scissors, she can cut the rope to escape; without them, she must wait for Mike.
Hairpin + Desk Drawer: Unlocks the diary clue.
Metal Scrap + Trap: Setting a trap for a wendigo requires the scrap and a correct repair sequence.

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9. Missable Items and Tips



Because
Until Dawn is linear, items can be permanently missed if not picked up in their chapter.

Flare Gun: Only available in Chapter 6 if Matt explores the fire tower.
Hairpin: Collect during the prologue or return in Chapter 1; if missed, the diary cannot be opened.
Syringe: Must be taken from the infirmary in Chapter 4 to later drug Josh.
Scissors: Easily missed in the bedroom; check the drawer.
Cherry Bomb: Only appears if you investigate the lodge desk in Chapter 3.

Pro Tip: Use a collectible guide to avoid missing clues and totems, especially for trophy hunters.

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10. Summary Table: Items by Category



CategoryExamplesPurpose
WeaponsHunting Knife, Shotgun, Flare GunCombat and defense
ToolsRope, Pipe, Gas CanEnvironment interaction and puzzle solving
Key ItemsPhone, Hairpin, ExplosivesStory progression
ConsumablesPills, Cherry BombTemporary effect (rare)
CollectiblesTotems, CluesLore and achievements
Butterfly ItemsCoin, Fire PokerBranching consequences
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This guide covers all major items in Until Dawn. Remember that the game prioritizes story over inventory, so most items serve narrative or quick-time purposes. Use them wisely to keep your characters alive.