Aisles Of The Locust Items: Verified List, Locations & Uses
Every verified Aisles Of The Locust item — groceries, red pepper, flashlight, shop tools, landmines and quest items — with where it's obtained and what it does.
Items in Aisles of the Locust do four different jobs: the groceries on your daily shopping list, which you cash out at the checkout to survive the day; the red pepper, an emergency speed boost you eat mid-chase; the tools and upgrades you buy at the between-day shop; and the NPC fetch-quest items that pay side money. The table below is the verified roster from current recorded runs, with where each item comes from and what it does. One caveat before you scan it: the game picks a different grocery list every run and grows it each day, so treat this as the confirmed roster rather than a fixed, complete catalogue.
| Item | Where you get it | What it does |
|---|---|---|
| Shopping-list groceries: canned beans, bread, rice, cookies, cereal, flour, soda, water, milk, tomato sauce, cooking oil, potatoes, oranges, strawberries, grapes, cucumbers, broccoli, bananas, eggs, garlic | On shelves throughout the aisles; picked up into your shopping cart | Fill the day's list, then cash out at the checkout to survive the day and reach the safe zone |
| Red pepper | Found among the store aisles | Eaten for a large speed boost — measured at about 40% faster in recorded runs; the go-to escape tool during a chase |
| Flashlight | Issued to you when the store goes dark | Lights blackout nights; recorded players describe the help as limited |
| Noise maker | Bought at the between-day shop | Thrown to create a distracting noise away from you, so the Locust investigates the sound instead of you |
| Petrify grenade | Bought at the between-day shop | Thrown grenade that beeps where it lands; its full petrifying effect isn't confirmed in recorded gameplay |
| Walkie-talkie | Bought at the between-day shop, for the whole team | Team voice communication during the run |
| Landmine | Scattered on the store floor | Kills you if you step on it — or kills the Locust if you lure it on; not guaranteed against every entity |
| Mr. Buttons (teddy bear) | Dropped by the child NPC Lily when the lights went out; a pink bow identifies it | Handed back to Lily for about $50 in a recorded return; that run also reports the soldier entity stopped hiding afterward |
| Edna's order: milk, grapes, broccoli | Requested by Edna, the elderly shopper; her three items glow faintly so you can spot them | Delivered back to Edna for 100 credits in the recorded run |
| Access card | Reported behind the customer service desk by one written guide | Unverified — see the note below |
Grocery items: fill the list, cash out, survive
Each day starts with a shopping list, and only list items count — recorded players note you can't just grab anything off a shelf. Pick the listed groceries from the shelves into your shopping cart, then take the cart to the checkout and cash out. That cash-out is the completion step for the day: it pays out, ends the day and puts you in the safe zone, where the between-day shop opens. Recorded normal-difficulty runs span three days — 8 items on day one, 12 on day two, 16 on day three, starting with three lives — and surviving day three's cash-out wins the run. Harder modes change those numbers; one recorded hard run hands out fewer lives.
The exact grocery list differs from run to run and grows each day, so expect your in-game list to differ from any fixed list. The Aisles Of The Locust grocery list page tracks the lists in detail, and the Aisles Of The Locust map helps you route between shelves. Order payouts are also the money that funds the between-day shop.
Red pepper: the chase escape button
The red pepper is a consumable lying among the aisles. Eat it and you get a large speed boost — players repeatedly measure it at about 40% faster — which makes it the most reliable way to survive being hunted. One recorded player calls it "lowkey the method" and saves it for the moment a chase actually starts. Two practical notes from the recordings: eating one makes noise, and it's an escape tool, not a shopping shortcut — one solo player who used one early wished he'd waited until he was actually being chased.
Flashlight
You don't buy the flashlight — it's issued to you when the store goes dark, and recorded players toggle it through blackout nights while calling the help limited ("doesn't help much"). One written guide reports a battery that drains in the darker deep aisles and advises turning the light off because the Locust tracks players by sight and light exposure; recorded gameplay doesn't show either behavior, so treat both as unconfirmed. The Aisles Of The Locust flashlight page covers its behavior in detail.
Tools from the between-day shop
Between days, in the safe zone, you can spend order and quest money on disposable tools:
- Noise maker — thrown to create a distracting noise away from you; one team's recorded plan was to throw it so the Locust investigates the sound instead of the players. It's consumed when used — one player ran out mid-chase.
- Petrify grenade — a purchasable grenade that beeps where it lands. A recorded player bought one and wasted the throw, and its full petrifying effect isn't shown in recorded gameplay, so treat it as unproven rather than a guaranteed panic button.
- Walkie-talkie — can be bought for the entire team, for voice coordination during the run.
Upgrades and classes
The same shop sells permanent upgrades. Entries confirmed in recorded runs:
- Coupon book — raises the payout per completed order. The shop text in two recordings reads 15% more per order, while one player with a later coupon book reported 50% more from every order, so the exact boost isn't pinned down.
- Night vision — described in-shop as letting you see further when the lights go out.
- Noise-reduction perks — tiered, reported as "20 less sound per tier"; entries seen under this umbrella include hushed-voice-style perks, quick hands and a camo jacket.
- Stamina perks — "25% more sprint stamina per tier" in one shop readout.
- Spare uniform — a shop screen ties it to "25 credits for each soldier you take down."
- Other entries — a 6th sense, a 2-second heal, HP upgrades and an extra life are all referenced as purchasable between days.
There's also a class system bought with tokens rather than cash, offering Runner or Scout; a recorded Runner purchase granted more stamina. The shop's lineup grows over a run, too — one player ran into entries they hadn't seen on earlier days.
Landmines
Landmines sit on the store floor as hazards — step on one and you die. They also have a confirmed counter-use: one recorded player lured the Locust onto a mine and it died ("I ran and I lured him and he jumped on it and died"). Don't rely on it universally, though — another run shows a Locust step on a mine and keep standing, so the kill isn't guaranteed against every entity. The Aisles Of The Locust landmines page goes deeper into the hazard.
Quest items: Mr. Buttons, Edna's order and Biscuit
Three NPC fetch quests hand out side money:
- Mr. Buttons (teddy bear) — Lily, a child NPC, dropped her teddy bear when the lights went out and asks you to find it; a pink bow identifies it. Bring it back and hand it to Lily: a recorded return paid about $50, and that same run reports the soldier entity stopped hiding afterward.
- Edna's grocery order — Edna asks for milk, grapes and broccoli, and her three items glow faintly like nightlights so you can find them. Deliver them back to her — the recorded delivery paid 100 credits.
- Biscuit the dog — the night-shift employee Tobias lost his dog when something tall came down aisle 9. Follow the barking to track Biscuit down, and be quick — he's small.
Those first two payouts are observed examples, not confirmed fixed rewards.
The access card: reported, not confirmed
One written guide describes an access card hidden behind the customer service desk that overrides the staff door's electronic lock and leads to a final corridor chase and a loading-dock escape. Recorded gameplay contradicts that account: every recorded run ends its days at the checkout cash-out inside the safe zone, and none shows the card, a staff door or a loading dock. Treat the access card as a single unverified report rather than a roster item; the Aisles Of The Locust access card page covers that claim on its own.
If you're planning a full run around these items, the Aisles Of The Locust walkthrough strings the three days together, and the Aisles Of The Locust locust guide covers the thing hunting you between the shelves.
Related Guides
Grocery List and Daily Quotas
Read the per-day quota \u2014 8, 12, then 16 items \u2014 grab the right groceries, and cash out before the day ends.
Flashlight
Balance battery drain against darkness: when to toggle the light, how it betrays your position, and safe usage habits.
Landmines
Spot the visible floor traps, route around detonation zones, and bait the pursuing monster onto one.
Full Run Walkthrough
Step-by-step loop for all shopping days: quotas, noise control, cash-out, and every documented failure point.