This article is about Candy. You may be looking for 2024 Trick Or Treat Event, an in-game event. |
"Maybe I've had too much... What do you think?"
- Sugar Crash Achievement description
Candies are a group of items added to DOORS in the now removed 2024 Trick Or Treat Event that are exclusive to the "Trick Or Treat" modifier (during The Haunt the same effect can be achieved via unique elevators in the Lobby). Candy can be collected and consumed, giving players random effects upon consumption.
During the 2024 Trick Or Treat Event players had a "candy counter" that tracked the total amount of candy they've consumed. The counter increased when players consumed candy. Some candy effects contribute more to the counter than others (Can-Die adds 5 to the counter instead of 1).
Usage[]
Upon eating a candy, players will experience one of 47 effects, which are listed below. There are 25 appearance types of candy. At the start of each new floor, candy effects are randomly determined and do not pertain to appearance type (this does not apply to the Guidance, Volatile Starlight, or Can-die effects, which have unchanging appearances) of a candy. On a new floor, candy will appear in the inventory with the name "???" before consumption, and once that type of candy has been consumed, the name of its effect will appear in the inventory and it will give the same effect for the rest of that floor.
Effects[]
Positive[]
- Good Aftertaste: Gives a health regeneration boost.
- Great Aftertaste: Gives a large health regeneration boost, healing 50 HP in total.
- Guidance: Exclusive to Guiding Light candies. Spawns Guiding Light in the room where the candy was consumed, doing the following:
- Illuminates the exit door to the next room, but also any side room doors;
- Unlike how Guiding Light normally behaves, the candy's effect will not illuminate any Dupe doors.
- Temporarily highlights and permanently illuminates Figure and the Grumbles, as well as any Room Keys, Fuses, Generators, levers, Library Books, Anchors, Circuit Breaker Switches, Electrical Room Keys and gate power buttons, allowing them to be seen through walls for 1 minute and 15 seconds.
- Illuminates the exit door to the next room, but also any side room doors;
- Prize Inside: A random item gets dropped, including items that can't usually be acquired through normal means (example being Jeff's Tip Jar), except for Barrels of Starlight.
- It is also possible for a player to get some items that do not belong to the floor they're in, one example being that they get a Bulklight in the Hotel.
- It also won't drop consumables (batteries, bandages) [unless in a pack], puzzle items nor other candies.
- Made with Gold: Gives gold based on the current amount up to 250.[verification needed]
- Decent Candy: Heals 5 health.
- Good Candy: Heals 10 health.
- Tasty Candy: Heals 20 health.
- Delicious Candy: Heals 40 health.
- Duplication: Duplicates all items, and drops them on the floor. Other candies and key items cannot be duplicated. Duplicated items share their counts and charge levels.
- Money Walks: Gives 1 gold per step for 30 seconds while moving, regardless of movement speed.
- Climbing on Ladders does not count as walking and therefore, will not grant you gold.
- I Can't Stop: Gives a massive speed boost for 2 seconds (+50 walking speed).
- Energized: Sets all items in the player's inventory to 100% charge. This also affects the Shears.
- Cinnamon: Gives a small, but permanent speed boost (+1 walking speed); can stack.
- Volatile Starlight or any starlight item used to reset said boost, but they don't do so anymore.
- Cough Drop: Grants 30 overheal that does not decay overtime, it can stack till it covers the entire health bar .
- Volatile Starlight or any starlight item will make the overheal points decay.
- Rock Candy: The consumer will become very slow for 2 seconds, but all damage during the slow down will be negated, including damage from instakill entities.
- Damage from the candies "Brittle" and "In The Middle" will still count regardless of rock effect.
- Death from running out of oxygen (floods, firedamp, Dam Seek goop) will still count regardless of rock effect.
- Glowing: Gives a bright, light purple/magenta glow, similar to one of a glowstick, for 30 seconds. It also does not attract Gloombats.
- Regurgitate: Spews out the last candy that has been eaten. If it's the first candy that has been eaten on a floor, it will spit out a random candy. Another "Regurgitate" candy cannot be regurgitated, and will regurgitate the same candy as the first one.
Neutral[]
- In The Middle: Sets the health to 50% of the max health. It's useful if at low health, as it will heal, but not useful if beyond half health, as it will deal damage.
- This used to negate all overheal points but now it leaves them intact, only affecting the health of a player.
- Brittle: Permanently lowers player's max health by 20 (player's maximum health will not decrease below 20), but also gives a permanent, but small, speed boost (+2 walking speed); can stack.
- Hard Candy: Increases maximum health by 30, but lowers base speed (-2 walking speed); can stack.
- The speed reduction can be removed by some items like Vitamins or Starlight items, while still keeping the maximum health increase.
- You Finally Turn Green: A player's screen & their avatar's skin will get a green tint and turn green respectively. Also gives an incredibly small chance of finding the Shakelight inside containers or being sold at the Jeff Shop. The screen turning green can also be used for seeing in the dark with low graphics.
- Not Crazy: Starts playing more ambience noises in quick succession.
- Nothing?: Jack is guaranteed to spawn once for each time the candy is eaten (spawns randomly). Also increases the chance of Dupe to spawn slightly.
- Volatile Starlight: This is exclusive to Curious Light candies. Gives a speed boost and either the Starlit I or Starlit II Status Effects, alongside one of three effects:
- Gives a varying amount of overheal (and/or health, if player's under 100% health) that decays over time.
- Damages for a random amount.
- Causes the consumer to explode for (approximately) 100 damage, similar to a Firedamp leak explosion.
- This explosion can also happen when you are low on health, and the candy damages you to a fatal amount.
- Nausea: Gives a speed boost for 20 seconds, but also causes the camera to rotate wildly for 30 seconds.
- Terminal Velocity: Flings a player who ate the candy forward, in the direction they're facing at a fast speed, making them ragdoll for a few seconds.
- If a player uses this candy, it can get them stuck outside the map or in areas where they cannot get out of, thus soft-locking them.
- However, this candy can allow you to skip sections like The Nest.
- If a player uses this candy, it can get them stuck outside the map or in areas where they cannot get out of, thus soft-locking them.
- Investment: Taking it once removes all Golds, and taking it twice will increase the amount of previously removed Gold by from 1.5x to 2x.
Negative[]
- Can-Die: Exclusive to Modifier candies with the Modifiers symbol on them. Deals 100 damage and produces a loud bang, similar to the explosion caused by a Firedamp leak. Counted as 5 candies toward the candy counter.
- Having any overheal or over 100 HP thanks to other candies or using a Rock Candy right before eating it would sustain a player from dying.
- Also consuming it before opening Door 1 won't kill a player, as HP will never go under 2 if the first door was never opened (except to instakill entities, like Dread).
- Bad Aftertaste: Deals 5 damage per second, causing 25 damage in total.
- Horrible Aftertaste: A stronger, but slower version of Bad Aftertaste. Deals 5 damage every 3 seconds, amounting to 40 damage in total.
- I Spy: Spawns 2 sets of Eyes that can teleport.
- Earmuffs: Muffles most sounds for 30 seconds.
- Things like collecting coins, eating other candies, jumpscares, taking damage, etc. will not be muffled.
- Psst...: 4 Screeches will spawn for the next 15 seconds, which also makes it possible for more than 1 Screech to be active at the same time.
- Sometimes, if one of said Screeches plays its damage animation, it will not deal any damage and/or not play the animation at all. Also, after escaping The Dam and going near The Castle, all of the Screeches spawned by the Psst candy will actually disappear when trying to play their damage animation, technically making it a positive candy at that area since you can't take damage from them.
- Lights Out: Breaks all the lights in the current room the player who consumed the candy is in and all the ones before it.
- Run From It: Spawns Dread, setting the time to 12:00.
- The effects of this candy do stack. If multiple consumed in the same room, the surplus will spawn Dread in the following rooms instead of spawning multiple instances of the entity in the same room.
- No Hiding For You: Activates Hide's effect, which deals 40 damage and prevents hiding for 10 seconds.
- Look, Man: Spawns the Lookman. It also allows it to spawn in the next 2 rooms.
- Infested: Spawns a swarm of Gloombats, regardless of the floor.
- If the Gloombats spawn on first floor, they will have to struggle with/not be able to break sources of light.
- If spawned in The Library (Door 50), Figure will automatically attack all of them before they are able to break any lights.
- Butterfingers: Will make any droppable items drop from the Inventory. This effect lasts for a few seconds which results in the items being dropped again upon being picked up before said time passes.
- Expired Candy: Deals 20 damage.
- Jinkies!: Greatly blurs the vision for 30 seconds.
- Outlines of interactables and non-HUD icons will not be blurred.
- Silky Smooth: Spawns Timothy, dealing 10 damage (or less if a player is under 10 HP).
- Room For More?: Spawns A-90 after a random time of 1 to 30 seconds. However, A-90 can only deal 40 damage when spawned by this candy. Mixing the "Stop Right There" or "Room For More" modifiers with "Trick or Treat" will still make A-90 deal 90 damage if spawned naturally.
- Out Of Battery: Sets every item charge to 1% except for the Lighter, whose charge is set to 5%. This affects the Candle, but not the Shears.
- Tax Deductions: Takes away 30% of Gold.
- Bad Candy: Deals 10 damage.
Related Achievements[]
Sugar Rush
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Sugar Crash
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Trivia[]
- Candies greatly resemble Pills from The Binding of Isaac, being consumable items that grant random effects assigned to particular variants of the item per run.
- Some candy effects also resemble some pill effects, among other consumables, from Isaac. These include:
- Duplication: Jera
- Energized: 48 Hour Energy
- Cinnamon: Speed Up
- Cough Drop: Balls of Steel
- Regurgitate: Vurp
- Brittle: Health Down + Speed Up
- Hard Candy: Speed Down + Health Up
- Expired Candy: Bad Trip
- Rock Candy: Paralysis + Algiz
- Jinkies!: Retro Vision
- Some candy effects also resemble some pill effects, among other consumables, from Isaac. These include:
- Several candy effect names are references:
- The "Run From It" effect is a reference to the phrase: "Dread it, run from it, destiny still arrives".
- "I Spy" is a reference to the game “I spy with my little eye”.
- "Room For More?" is a reference to a modifier of the same name.
- "I Can't Stop" is a reference to A-Train.
- "You Finally Turn Green" is a reference to the Smiling Friends episode "Pim Finally Turns Green".
- "Jinkies!" is a reference to Velma's catchphrase from Scooby-Doo. Velma wears glasses which she frequently loses, rendering her almost blind, which the candy's effect references.
- 3 candies have the symbols of Guiding Light, Curious Light, and Modifiers.
- The Moon symbol candy will always give Guidance, the Starlight symbol candy will always give Volatile Starlight, and the Modifier Symbol candy will always give you Can-die.
- Guidance can't be eaten during Seek's chase sequence, likely due to the fact that Guiding Light's presence is already there.
- After being killed by an entity spawned by candies, the entity dying to on the conclusion page shows “Candy” instead of the entity name.
- "Glowing" or "You Finally Turn Green" effects will not provoke Gloombats.
- If two "Regurgitate" candies are eaten in a row, they will spew out the candy that was eaten before the "Regurgitate" candies.
- If any modifiers are active during the Hotel, and The Mines are unlocked, the modifiers will be converted into "Trick or Treat". modifier. This is presumably due to the "Trick or treat" modifier being the only modifier you can choose in the Mines at this moment.
- Upon entering The Mines with candies in your inventory, their icon will disappear and the candies themselves will change into the same one (likely the one with an ID of 0)
- Eating the "You Finally Turn Green" candy will turn the Straplight green if your currently wearing it, but if you drop it and put it back on it will be normal again.[1]
- It's possible to make the game think that you haven't died for around 1 second by eating the Volatile Starlight effect and get the Starlit II effect and then the I Can't Stop effect (This is not confirmed yet, due to only dying to Figure during said Glitch).
- Candy effects do not get transferred in between floors.
- You are able to hear candy being spawned on desks without drawers from around 1-2 doors away. This is due to the room loading from the exact amount of doors away.
- The candies meshes and model filenames are all called:
- Candy Apple: AppleCandy (Model) / CandyApple (Mesh)
- Caramel Apple: CaramelApple (Model) / CandyApple (Mesh)
- Volatile Starlight: CandyCurious (Model) / StarCandy (Mesh)
- Guidance: CandyGuiding (Model) / GoodCandy (Mesh)
- Can-Die: CandyRed (Model) / EvilCandy (Mesh)
- Chocolate Bar: ChocolateBar (Model) / ChocolateBar (Mesh)
- Cookie: CookieChocolate (Model) / Cookie (Mesh)
- Green Gumdrop: Dot1 (Model) / Gumdrop (Mesh)
- Yellow Gumdrop: Dot2 (Model) / Gumdrop (Mesh)
- Blue Gumdrop: Dot3 (Model) / Gumdrop (Mesh)
- Pink Gumdrop: Dot4 (Model) / Gumdrop (Mesh)
- Seek Candy: EyeCandy (Model) / EyeballCandy (Mesh)
- Blue Gummy Bear: Gummi2 (Model) / GummyBear (Mesh)
- Pink Gummy Bear: Gummi4 (Model) / GummyBear (Mesh)
- Candy Corn: Horrible (Model) / Candycorn (Mesh)
- Black Licorice: Licorice1 (Model) / Licorice (Mesh)
- Red Licorice: Licorice2 (Model) / Licorice (Mesh)
- Lollipop: Lollipop2 (Model) / Pop (Mesh)
- Green Wrapper Candy: Mint3 (Model) / SpiralCandy (Mesh)
- Pink Wrapper Candy: Mint5 (Model) / SpiralCandy (Mesh)
- Strawberry Candy: ThatOneCandy (Model) / StrawberryCandy (Mesh)
- Green Normal Candy: Wrapper1 (Model) / RUCandy (Mesh)
- Yellow Normal Candy: Wrapper2 (Model) / RUCandy (Mesh)
- Blue Normal Candy: Wrapper3 (Model) / RUCandy (Mesh)
- Pink Normal Candy: Wrapper4 (Model) / RUCandy (Mesh)
Bugs[]
- If a player eats the "Terminal Velocity" candy and hides, it will bug themselves in hiding spots.
- It is possible for "Lights Out" to fail to break some lights in a room, leaving them intact and functioning.
- This also happens when the "Electrical Work" modifier is used.
- There is currently a bug where Volatile Starlight (with the Starlight effect) will set a player's speed back to the default regardless of a player's actual base speed. This can be exploited by eating many Hard Candies, then Volatile Starlight, resulting in a normal walking speed but with the damage resistance from the Hard Candies.
- If a player eats "Out Of Battery" or "Energized" candy and equips an item really quick, before the effect appears, the charge of that item won't decrease nor increase.
- Additionally, eating an "Out of Battery" Candy will restore the Shears to full durability.
- If a player uses an speed boost item ("Volatile Starlight" candy, Vitamins, Vial\Bottle\Barrel of Starlight...) and also eats "Rock Candy" right before the speed from the first item disappears they will get an infinite speed boost until death or next floor.
- Using the "Rock Candy" can softlock the player in many situations against some instakill entities, like using it against Figure[2] or at the end of a Grumble chase[3].
Strategy[]
- The "Out of Battery" and "Energized" effects only affect items in the inventory, meaning an "Out of Battery" candy can be safely consumed if all items with charges are dropped beforehand.
- As "Can-Die" deals 100 damage, it can be survived by eating it while one has more than 100 health. This can be achieved with over-heal such as from "Cough Drop" or "Volatile Starlight", after eating "Hard Candies" to boost max health, or during the invulnerability window granted by a "Rock Candy".
- As "Can-Die" counts as 5 candies toward the counter, it is quite useful for grinding candies on the leaderboard, especially when combined with another candy that can help the player survive.
- Consuming "Guidance" in The Library, The Electrical Room or The Nest can be very beneficial for finding objective items quickly.
- Eating "Lights Out" in a dark room then opening the next door after eating it will effectively negate the drawbacks entirely.
- Caution is advised if one eats an "Earmuffs" candy in a dark room, as hearing Screech's warning will be harder.
- Unknown candies can be given to a friend if one doesn't want to find out what it does themselves.
- "Duplication" candies can be incredibly useful for gaining additional Crucifixes and other supplies to share amongst a party.
- "Terminal Velocity" candies can be used in very long rooms to reach the next room faster.
- If the "Run From It" candy is eaten in The Electrical Room, Figure and Dread may de-spawn, this may prompt Glitch to spawn.
- If the “Run from it” candy is eaten and a crucifix is in the inventory (much easier to get utilizing “Money Walks”, "Investment", and “Prize Inside“ candies), one can easily achieve the crucifix and/or normal Dread badges.
- Eating multiple "Brittle" and "Cinnamon" candies can grant a drastic permanent speed boost.
- Eating a "Brittle" candy and a "Hard Candy" one after the other will cancel the change in move speed, but grant a net +10 max health as "Hard Candy" gives 30 max HP while "Brittle" takes away 20.
- "Terminal Velocity" candies can be used to speed up or even skip certain triggers in big rooms like basements, the Electrical Room or the Nest itself.[4][5]
- Rush can be avoided in the Hotel by using the candy to fling oneself looking up to go over the roof while Rush passes through the room.
- Seek's chase triggers in can be skipped with a well placed fling. [6]
- If in The Mines, the first Seek isn't activated, when reaching the minecart section (which is impossible to avoid with the candy), Guiding Light won't appear.
- Door 150 can be skipped by flinging oneself while aiming the camera higher than the bridge.[4]
- However, These methods are not reliable and may cause out of bounds glitches and even soft-locks.
- "Rock Candy" can be used to avoid even instant death situations (such as deaths from Rush).
Gallery[]
References[]
- ↑ https://youtu.be/jGuhl0b7fiY
- ↑ https://youtu.be/YFBqZU6buI4?si=ll0Tmq8ztxR1EO8t
- ↑ https://youtu.be/HyVy9Y7vwSs?si=itkm8BAzCPf5L4mg&t=22
- ↑ 4.0 4.1 https://youtu.be/RlkD8oJKdP4 - A player using a Terminal Velocity candy to completely skip the Nest.
- ↑ https://youtu.be/LWKVVAkVESc - A player using 2 Terminal Velocity candies to easily get all the switches before pulling the lever without having to deal with Figure at all.
- ↑ https://youtu.be/Wd_AtTaZ2TU