In Pressure, a Roblox horror title, you will be exploring the abandoned facility known as the Hadal Blacksite. Once a research center for anomalies and DNA experiments, it is now a home for aggressive monsters that don't like visitors.

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Anglers and their variants rummage through the halls, leaving them completely dark. Your task of retrieving the crystal at the heart of the facility will have you roam the darkness to progress through rooms, but luckily, there are light sources to be found in drawers and cabinets. Which ones should you use, though, and which ones should you avoid? Here are your answers to those questions and more.

What Are Items

Items are pickups you can obtain that help you with your journey through the Blacksite. Items have four categories they can fall into, those being:

  1. Keycards
  2. Light sources
  3. Batteries
  4. Healing Items

Keycards are mandatory for progression, but all the other items are completely optional, with the added benefit of helping the player escape. When dropped by players, they emit a soft green glow.

How To Get Items

Items can be acquired in a few ways, the main one being finding them across the map.

This can be done by opening drawers and small cabinets and keeping a close eye on surfaces such as desks and chairs. Items don't have set spawn points, so they will spawn in random locations every time you play through the game.

Not all items are equal, though, as some are rarer than others.

Another way to get items is via Sebastian's Shop, which sells five random items you can find elsewhere in exchange for Research. The only exception to this are Batteries, which will always be sold for 50 Research each.

Finally, you can also get items by completing certain achievements to unlock them in the Pre-round Shop. After you've made your purchase, you can find them in a crate when you start your run.

Every Item You Can Find

There are two Keycard types, seven light sources, and two healing items, which can be found around the map or purchased from one of the shops.

Keycard

Regular Keycards must be found when there is a Keycard slot on the door to progress to the next room. They produce a faint static noise.

There are colored variants of the Keycards, and the color of the Keycard determines which door it opens. All Keycards disappear after use.

  • They cannot be purchased and must be found instead.

Code Breacher

Code Breachers are a way to bypass the Keycard requirement. Up to three can be held, and using a Code Breacher will destroy it but will allow the player to pass through.

They should only be used on regular Keycard slots when the situation is dire, as there are some optional doors with Keycard slots that require a Code Breacher to open.

  • Dying for the first time unlocks them in the Pre-round Shop for 25 Kroner.
  • Sebastian may sell one in his shop for 100 Research.

Flashlight

The flashlights are your bread and butter, as they shine a wide area in front of the player and can easily be moved away from Squiddles so as not to trigger them.

They are common and drain the battery slowly.

  • Dying for the first time unlocks them in the Pre-round Shop for 50 Kroner.
  • Sebastian may sell one in his shop for 150 Research.

Lantern

Lanterns shine light in an area around the player, but the light may be obstructed by furniture. Once in range of a Squiddle, they are put away slowly, so your best option is to get out of range.

They are also common and drain the battery slowly.

  • Meeting Sebastian for the first time unlocks it in the Pre-round Shop for 50 Kroner.
  • Sebastian may sell one in his shop for 150 Research.

Flash Beacon

Flash beacons are the most common light source that does not trigger Squiddles. They store twenty charges, and each charge lights up an entire room - making them useful for quickly checking out if the dark room you're entering is safe.

  • Using a flash beacon on an Eyefestation unlocks it in the Pre-round Shop for 75 Kroner.
  • Sebastian may sell one in his shop for 250 Research.

Hand-cranked Flashlight

These common flashlights make for a fine substitute for a regular flashlight but aren't good on their own. They don't drain batteries and instead require manual cranking every few seconds of use.

The cranking noise makes it hard to hear certain audio cues, and the light they emit is not bright - but if you don't have a working flashlight, they work in a pinch.

  • Beating the game for the first time unlocks them in the Pre-round Shop for 125 Kroner.
  • Sebastian may sell one in his shop for 500 Research.

Blacklight

Blacklights are rare variants of the regular flashlight, with the ability to not trigger Squiddles. The purple light they shine isn't the brightest, but knowing that you're safe when shining one is a great relief. They do drain rather quickly, though, so they should be used sparingly.

  • Beating the game without picking up any light sources unlocks them in the Pre-round Shop for 100 Kroner.
  • Sebastian may sell one in his shop for 400 Research.

Gummylight

Gummylights are rare variants of the hand-cranked flashlight. They need to be charged manually to work, but they drain faster than the hand-cranked flashlight in exchange for a brighter green light. This makes them an optional replacement for hand-cranked flashlights.

  • Surviving an encounter with the Multi-monster unlocks them in the Pre-round Shop for 200 Kroner.
  • Sebastian may sell one in his shop for 300 Research.

Necrobloxicon

The Necrobloxicon is a very rare variant of the lantern. It shines brightly in an area, with a color that can be changed by right-clicking while having it equipped. Once it's closed, it will start recharging itself slowly. Its range is higher than the lantern, and it can be put away more quickly, too.

  • They can no longer be unlocked in the Pre-round Shop.
  • Sebastian may sell one in his shop for 666 Research.

Batteries

Batteries can be commonly found around the Blacksite but are very easy to miss due to their small size. They can be inserted into most light sources, recharging them by 50%. Batteries should be used only when the light source is out of fuel since finding a new light source replaces the old one entirely.

  • Dying for the first time unlocks them in the Pre-round Shop for 15 Kroner.
  • Sebastian always sells batteries for 50 Research.

Medkit

Medkits are frequently found across the map. Upon use, they are destroyed and heal the player by 75 HP. They are essential in helping you escape, as many enemies and environmental hazards can deal damage to you without killing you immediately. Up to two can be held at a time.

  • Giving one to, or receiving one from, a player unlocks them in the Pre-round Shop for 50 Kroner.
  • Sebastian may sell one in his shop for 250 Research.

Dweller Chunk

When a Wall Dweller dies, be it from turrets or node monsters, it leaves behind a Dweller Chunk. Upon consuming one, you are granted automatic healing until your death.

Finding a Wall Dweller is pretty rare, but getting into a situation where they die before reaching you or despawning makes this item one of the rarest in the game. Nonetheless, it is an incredibly powerful item.

  • They cannot be unlocked in the Pre-round Shop.
  • Sebastian may sell one for 400 Research.

The Best Items You Should Always Have

Now that you've been introduced to all the items, you might be wondering which of these you should look out for. A cluttered inventory may put you in a spot where you're looking for something when time is of the essence, and for this - we recommend this loadout:

  • Try to always have at least one Medkit or a Dweller Chunk active.
  • Get at least one Code Breacher for emergencies.
  • A Flash Beacon and a regular flashlight are all you need for lighting your way.
  • Two batteries, in case you get unlucky.

When To Use The Other Items

Whilst the Blacklight might be safer than a normal flashlight, it just doesn't provide the same visibility for the cost. Combining this with its short lifespan, we recommend using it only when you're low on HP and can't risk any damage.

Lanterns have too short of a range, and are too risky for us to recommend in your normal loadout, as they anger Squiddles very easily. They are, however, good in the early game for a group of people to share when no one has their own light source yet.

Necrobloxicons are very rare, but if you do find one, they are ultimately better than the regular Lanterns - but suffer with the same issues. On the other hand, if you're skilled enough to put them away when near a Squiddle, the bonus range they have over Lanterns makes them a competitive option for the best light source in the game.

Lastly, the Gummylight and Hand-Crank Flashlight make good replacements for the normal flashlight if you haven't found one or if the one you did find is empty.

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