Doors items tier list: the short answer
The top of this Doors items tier list is the Starlight Jug, the only Tier 1 item at 12 of 15 points. Tier 2 holds the Starlight Bottle, Crucifix, Glowstick, Moonlight Candle, Moonlight Float, Starlight Vial and Vitamins. Of the items you can buy in a normal Hotel run, the Crucifix and Vitamins score highest.
Every price, use count and effect below comes from the DOORS Wiki. The ranking is arithmetic on those wiki facts with a rule written out in the next section, not a playtest and not a vote. Evento-only items such as Candy are left out.
How the ranking works
Most tier lists give you S, A and B with no rule behind the letters. This one scores each item on five criteria, and the criteria are the only thing that moves an item up or down. The weights are my call, so they are listed in full. If you disagree with a weight, you can recompute the table yourself.
| Letter | Criterion | Points | How it is assigned |
|---|---|---|---|
| A (counts double) | Entity answer | 0 to 4 | 4 = wiki says it banishes or nullifies more than ten entities. 3 = wiki says it lets you survive hits from the strongest non-instant-kill entities. 2 = wiki names two or more entities it stuns, distracts, slows, detects or helps you outrun. 1 = names one. 0 = none. |
| B | Recovery | 0 to 2 | 2 = restores 80 HP or more, or revives you. 1 = restores 25 to 79 HP. 0 = less than 25 or nothing. A pack counts at full capacity. |
| C | Progress or logistics | 0 to 2 | 2 = needed to enter a subfloor or open a Skull Lock, or replaces an item that is. 1 = bypasses a lock, speeds up navigation, or stores and carries other items. |
| D | Staying power | 0 to 2 | 2 = four or more uses, five or more minutes, or unlimited. 1 = two or three uses, or one to four minutes. 0 = single use or under a minute. Items the wiki says you can pick up again count as 1. A stackable consumable counts its stack limit (Vitamins and the Starlight Vial carry up to 5). |
| E | Light or detection | 0 or 1 | 1 = the wiki lists it as a light source, or it highlights or detects things. |
The total is 2A + B + C + D + E, out of 15. Tiers come from fixed cut-offs: Tier 1 is 10 or more, Tier 2 is 7 to 9, Tier 3 is 4 to 6, Tier 4 is 3 or less.
Two things the score does not do. It does not include price, because half of these items are never sold; the cost-per-use column sits next to the score instead. And it does not measure how hard an item is to get, because that depends on which floor you are on. The Starlight Jug is the clearest case. It scores highest, but the wiki describes it as mostly difficult to acquire: you play through the whole Stairwell and then pay 750 Gold at the Cobbler's shelf, or hand over 75 scrap.
The Doors items tier list
Sorted by score, highest first. Ties share a position and are listed alphabetically. The five numbers under "A/B/C/D/E" are the raw criterion values before the double weight on A.
| Position | Item | Tier | Score | A/B/C/D/E | Price and source | Cost per use |
|---|---|---|---|---|---|---|
| 1 | Starlight Jug | 1 | 12 | 3/2/1/2/1 | 750 Gold (Cobbler, Stairwell) | 187.5 Gold per use (4 uses) |
| 2 | Moonlight Float | 2 | 9 | 2/2/0/2/1 | Not sold; Smoothie transformed in a Rift | n/a |
| 2 | Starlight Bottle | 2 | 9 | 3/1/1/0/1 | 100 Gold (The Backdoor pedestal) | 100 Gold per use |
| 4 | Crucifix | 2 | 8 | 4/0/0/0/0 | 500 Gold (Jeff Shop) | 500 Gold per use |
| 5 | Glowstick | 2 | 7 | 2/0/0/2/1 | Not sold; Mines containers | n/a |
| 5 | Moonlight Candle | 2 | 7 | 2/0/0/2/1 | Not sold; Candle transformed in a Rift | n/a |
| 5 | Starlight Vial | 2 | 7 | 1/1/1/2/1 | Not sold; Backdoor containers | n/a |
| 5 | Vitamins | 2 | 7 | 2/1/0/2/0 | 100 Gold (Jeff Shop, quantity not stated); 100 Knobs for 3 (Pre-Run) | 100 Gold per purchase; 33 Knobs per use |
| 9 | Bulklight | 3 | 6 | 2/0/0/1/1 | 300 Gold (Jeff Shop); 150 Knobs (Mines Pre-Run) | 150 Gold per minute of light |
| 10 | Alarm Clock | 3 | 5 | 2/0/0/1/0 | Not sold; Doors 49 and 50, room before Jeff Shop (Mines) | n/a |
| 10 | Bandage Pack | 3 | 5 | 0/2/1/2/0 | 100 Gold (Jeff Shop) or 100 Knobs (Mines Pre-Run); both arrive with 5 of 10 bandages | 20 per bandage |
| 10 | Compass | 3 | 5 | 1/0/1/2/0 | 250 Knobs (Stairwell Pre-Run) | 250 Knobs |
| 10 | Lantern | 3 | 5 | 1/0/0/2/1 | Not sold; Outdoors | n/a |
| 10 | Scanner | 3 | 5 | 1/0/1/1/1 | 500 Gold (Cobbler, Stairwell) | 500 Gold |
| 10 | Shakelight | 3 | 5 | 1/0/0/2/1 | 10 Gold (Rooms/Archives vending) | 10 Gold |
| 16 | Flashlight | 3 | 4 | 1/0/0/1/1 | 200 Gold (Jeff Shop); 100 Knobs (Pre-Run) | 100 Gold per minute of light |
| 16 | Laser Pointer | 3 | 4 | 1/0/0/1/1 | Not sold; Mines/Archives containers | n/a |
| 16 | Multitool | 3 | 4 | 0/0/2/2/0 | 500 Gold (Mines Jeff Shop, 15/20 uses) | 33 Gold per use (15 uses) |
| 16 | Rift Jar | 3 | 4 | 1/0/1/0/1 | Not sold; Tip Jar in a Rift | n/a |
| 16 | Shears | 3 | 4 | 0/0/2/2/0 | 300 Gold (Jeff Shop, Mines); 150 Knobs (Outdoors Pre-Run) | 60 Gold per use (5 uses) |
| 16 | Skeleton Key | 3 | 4 | 0/0/2/2/0 | 300 Gold (Jeff Shop) | 60 Gold per use (5 uses) |
| 22 | Battery Pack | 4 | 3 | 0/0/1/2/0 | 100 Gold (Mines Jeff Shop, 2/4) | 50 Gold per battery |
| 22 | Candle | 4 | 3 | 0/0/0/2/1 | Not sold; Hotel tables, Louie | n/a |
| 22 | Lotus | 4 | 3 | 0/2/1/0/0 | Not sold; 8 Lotus Petals to Grampy (Outdoors) | n/a |
| 25 | Aloe | 4 | 2 | 0/2/0/0/0 | Not sold; Outdoors containers | n/a |
| 25 | Donut | 4 | 2 | 0/2/0/0/0 | Not sold; Cafe Rift room (Hotel) | n/a |
| 25 | Gween Soda | 4 | 2 | 0/2/0/0/0 | Not sold; Louie only | n/a |
| 25 | Lighter | 4 | 2 | 0/0/0/1/1 | 100 Gold (Jeff Shop); 50 Knobs (Hotel Pre-Run) | 100 Gold per minute of light |
| 25 | Lockpick | 4 | 2 | 0/0/1/1/0 | 100 Gold (Jeff Shop); 50 Knobs for 2 (Pre-Run) | 100 Gold per lockpick; 25 Knobs per lockpick |
| 25 | Peach Cobbler | 4 | 2 | 0/2/0/0/0 | 250 Gold (Cobbler, Stairwell) | 250 Gold per use |
| 25 | Straplight | 4 | 2 | 0/0/0/1/1 | 150 Gold (Jeff Shop); 100 Knobs (Mines Pre-Run) | 75 Gold per minute of light |
| 32 | Bread | 4 | 1 | 0/1/0/0/0 | Not sold; Louie (Mines), Outdoors chests | n/a |
| 32 | Cheese | 4 | 1 | 0/1/0/0/0 | Not sold; Louie only | n/a |
| 32 | Smoothie | 4 | 1 | 0/1/0/0/0 | Not sold; Hotel basements | n/a |
Gold prices are from the Jeff Shop in The Hotel (doors 53 to 59) or The Mines (doors 153 to 162; The Mines page's room list says 154 to 162). Knob prices are the Pre-Run Shop. Cost per use divides the price by the uses the wiki states for the item as sold.
Why the top of the table looks the way it does
Starlight Jug (Tier 1, 12). It heals 100% of your health, turns any extra into overheal that decays at roughly 0.8 HP per second, and gives a speed boost the movement-speed page puts at +27 with a fade of about 2 minutes 14 seconds. The wiki lists four uses. It also tops up stackable items and doubles the uses of multi-use items (the wiki's example turns 7 Glowsticks into 17), which is why it gets a point for logistics. Its limit is written into the wiki: Star Shield cannot save you from instant-death entities such as Seek, Figure, Dread, A-120, Haste or Queen Grumble during a chase.
Starlight Bottle (Tier 2, 9). Sold for 100 Gold on the pedestal in the last room of The Backdoor, and you can carry only one at a time. The wiki says drinking it at full health lets you survive Rush, Ambush, A-60 or Blitz. It heals 50% of your maximum health and the speed boost is +18 with a fade of about 9 seconds. It scores low on staying power because it is a single drink.
Moonlight Float (Tier 2, 9). You make it by putting a Smoothie in a Rift. It heals 100 HP, and for 5 minutes it highlights keys, books, anchors and entities such as Grumbles and Figure through walls, which is where its staying-power point comes from. Like the Moonlight Candle, it stops working in subfloors.
Crucifix (Tier 2, 8). The only item to get the full 4 on entity answer. The wiki lists it as working on Eyes, Screech, Rush, Ambush, Giggle, Gloombats, Halt, Hide, Sally, Dread, Void, Grumbles and more, and it costs 500 Gold. It stuns rather than banishes Figure, Seek and Queen Grumble: the chains turn red when the entity is about to break free. Single use is the whole reason it is not higher. The wiki also notes that in The Archives, The Stairwell, The Outdoors and The Backdoor the game shows "Your crucifix feels lighter than normal", so read its score as a main-floor score.
Glowstick, Moonlight Candle, Starlight Vial, Vitamins (Tier 2, 7 each). Four different jobs with the same score.
- Glowsticks come in stacks of up to 10 and the wiki credits them with stunning Giggles, distracting Gloombats and distracting Figure. They are not sold.
- The Moonlight Candle never runs out, does not alert Figure, and goes out when Rush, Ambush, Seek, Screech or Sally are active. It stops working in subfloors.
- The Starlight Vial heals 25% of your health and adds +9 speed for a few seconds. It stacks to 5 and drops in The Backdoor. Its Star Shield cannot stop Rush or A-60.
- Vitamins give +8 speed for 5 seconds plus a fade of about 5.5 seconds, and the wiki lists Figure, Seek and Grumbles as the threats they help you escape, and they heal 50 HP over time. Four taken in quick succession reverse your controls.
What this score gets wrong
It is a rubric, so it has blind spots, and you should know them before copying the order into a run.
The Skeleton Key lands in Tier 3 with 4 points even though nothing else opens Skull Locks, which guard the entrances to The Archives, The Outdoors and The Stairwell. The score measures survival and support, and the key does neither. If your goal is a subfloor, treat the key as mandatory and ignore its tier. It has five uses, and opening a Skull Lock consumes four.
The Lockpick scores 2 and sits in Tier 4. That matches the cheap price (100 Gold, or 50 Knobs for two in the Pre-Run Shop), but the wiki still names real jobs for it: the Circuit Breaker room in The Electrical Room, locked chests, and standing in for a fuse in a Mines generator.
The Flashlight scores 4 because it stuns Giggles, lights a room for 2 minutes and lowers the odds of Screech. A single Flashlight beats a pile of Tier 4 healing food for most runs, and the table shows it.
Healing food (Bread, Cheese, Smoothie, Donut, Aloe, Gween Soda) all sit in Tier 4. Food does not answer entities, has no staying power and mostly cannot be bought. That is a fair reading of the rule, but a Donut heals 80 HP in one go, and no Tier 3 item does.
Where to buy: Jeff Shop prices
Jeff Shop is a safe room after The Library in The Hotel and after The Nest in The Mines. It always spawns. The wiki says only four of six possible items are offered in The Hotel and five from a larger list in The Mines, chosen at random.
| Item | Hotel price | Mines price | Notes from the wiki |
|---|---|---|---|
| Crucifix | 500 Gold | 500 Gold | 60% chance in The Hotel |
| Skeleton Key | 300 Gold | 300 Gold | Guaranteed in The Hotel |
| Multitool | not sold | 500 Gold | Arrives with 15 of 20 uses |
| Shears | not sold | 300 Gold | 5 of 5 uses |
| Bulklight | not sold | 300 Gold | 150 Knobs in the Mines Pre-Run Shop |
| Flashlight | 200 Gold | 200 Gold | 60% in The Hotel, 100% in The Mines |
| Straplight | not sold | 150 Gold | |
| Lighter | 100 Gold | not sold | 60% in The Hotel |
| Lockpick | 100 Gold | 100 Gold | Mines listing only on the Jeff Shop page |
| Vitamins | 100 Gold | not sold | Quantity not stated; the Pre-Run Shop sells 3 |
| Battery Pack | not sold | 100 Gold | Arrives with 2 of 4 batteries |
| Bandage Pack | not sold | 100 Gold | Arrives with 5 of 10 bandages |
The wiki's own maximum for buying the whole shop is 1,100 Gold in The Hotel and 1,900 Gold in The Mines, which is the sum of the four or five most expensive offers. You can also donate 10 Gold at a time to Jeff's tip jar, which has nothing to do with items but is the source of the "Pls Donate" badge.
Pre-Run Shop prices (Knobs)
The Pre-Run Shop opens at the start of a run from a main floor and closes after 30 seconds. If you continue straight from The Hotel into The Mines, there is no second Pre-Run Shop.
| Floor | Stock and Knob price |
|---|---|
| The Hotel | Lighter 50, Vitamins x3 for 100, Flashlight 100, Lockpick x2 for 50 |
| The Mines | Bulklight 150, Lockpick x2 for 50, Straplight 100, Bandage Pack (5 of 10) 100 |
| The Outdoors | Shears (5 of 5 uses) 150, Flashlight 100, Vitamins x3 100 (this shop only opens if you pay 10 Stardust to go straight to The Outdoors) |
| The Stairwell | Compass 250 |
| The Archives | Coin Roll 150 |
The wiki also says most items can be upgraded at the shop for 10 Stardust. A Lockpick upgrade, for example, raises the cap from 3 to 5. The Backdoor is the only subfloor with no Pre-Run Shop.
Cobbler's shelf in The Stairwell is the third buying point. It sits in the last landing before the exit to The Mines and sells the Starlight Jug for 750 Gold, the Peach Cobbler for 250 Gold and the Scanner for 500 Gold. Scrap trades at 10 Gold each (the wiki's badge walkthrough has 75 scrap fetch 750 Gold). The shelf came with the Access Granted Update on outubro 2, 2026.
One cheap oddity: The Rooms and The Archives each have a Shakelight vending machine at 10 Gold per light. The Shakelight holds only 10.5 seconds of charge, but you recharge it by shaking it as often as you like.
Items you cannot buy
Some of the best entries in the table are not on any shelf.
- Rift transformations. Put a Candle in a Rift and it becomes a Moonlight Candle. A Smoothie becomes a Moonlight Float. A Tip Jar becomes a Rift Jar. Each one earns the "Lost In Translation" achievement the first time. The Smoothie is almost always on tables in Hotel basements, except the Courtyard basement.
- Louie's trades. In The Mines you drop an item near Louie's burrow and he returns something of equal or higher value. Dropping a Shakelight, for example, can give you a Skeleton Key, Bulklight, Gween Soda or Alarm Clock. A Starlight Jug returns all four of those. A Crucifix gives you four random items and crucifies that Louie.
- Gween Soda, Cheese and Bread are only available in The Mines through Louie. Bread also appears, rarely, in Outdoors chests.
- The Lotus takes 8 Lotus Petals from The Outdoors, given to Grampy. It is the one item that works as a checkpoint and a revive in one.
- The Alarm Clock is guaranteed at door 49, door 50, and the room right before Jeff Shop in The Mines, per the wiki. It is the best-documented counter to Figure, and the Figure guide shows how it is used.
Which item for which job
| Job | Best-scoring pick | Why the wiki supports it |
|---|---|---|
| Survive any single entity | Crucifix | Banishes or nullifies more than ten entities; single use |
| Survive Rush or Ambush after a hit | Starlight Bottle | Drinking it at full health lets you survive Rush, Ambush, A-60 or Blitz |
| Escape Figure | Alarm Clock, then Vitamins | Alarm Clock lures Figure; Vitamins add +8 speed |
| Detect danger early | Moonlight Candle | Goes out when Rush, Ambush, Seek, Screech or Sally appear |
| Stun a Giggle | Glowstick or Bulklight | Both are credited with stunning Giggles |
| Heal cheaply | Bandage Pack | Up to 10 bandages at 15 HP each; 100 Gold or 100 Knobs |
| Open locked rooms | Lockpick | 100 Gold, or 25 Knobs per pick in the Pre-Run Shop |
| Reach a subfloor | Skeleton Key | Opens Skull Locks; 5 uses |
Everything else on the item list
The wiki's item page sorts items into groups, and not every item is worth a row in the table. These are the other major items it lists, with what each does.
- Tip Jar: does nothing alone, becomes the Rift Jar when placed in Guiding Light's Rift.
- Pizza: heals 15 HP; common in The Archives, especially in pizza party sectors. Louie will not trade for it.
- Leftovers (Lunch Box): stores four healing foods in one slot; rare outside Archives pizza party sectors.
- Paper Plane: pushes idle Drones out of doorways in The Archives; can be picked up again after you throw it.
- Flare: found in Stairwell lockers, lasts 20 seconds, stacks to 3, and opens Meld walls when lit.
- Ransom's Disk (CD-1): carried to the Noise televisions in The Stairwell, it turns Noise into Hijack. The wiki lists it as making the game harder.
- Honey Pot: thrown in The Archives, it breaks and gives 500 coins.
- Coin Roll: 50 coins per use, stacks to four, sold at the Archives Pre-Run Shop for 150 Knobs.
- Briefcase: stores three items in one slot; found at the end of The Archives in room Z-50.
- Pocket Mirror: thrown to summon Portrait.
- Fih Flakes (Fih Food): fed to the Fih for the Fih Are Friends badge, and they count as an edible item for Girl Dinner. They only spawn in rooms with Fih.
The minor items (keys, books, fuses, Breaker Poles) do not take an inventory slot and cannot be dropped. Resources such as Batteries and Bandages are used the moment you touch them. Heavy items need both hands and mostly appear in The Stairwell. The wiki also lists vision-only items from past eventos, a cosmetic Buddy, and secret items that need exploits or the Admin Panel.
One count to be careful with. The wiki's trivia says there are 95 items as of outubro 3, 2026, split into 42 major, 12 minor, 18 vision, 4 resources, 1 cosmetic, 4 secret and 9 heavy. Those parts add up to 90, so at least one of the wiki's totals is out of date.
Prices and names the wiki says have changed
Older lists carry numbers that no longer hold. The wiki's own price history gives the current figure.
| Older figure or name | What the wiki says now |
|---|---|
| Crucifix at 250 Gold | 500 Gold; 250 Gold was the price before the Super Hard Mode update |
| Jeff Shop at door 52 | Doors 53 to 59 in The Hotel; it only spawned at door 52 before The Content Update |
| Skeleton Key at 250 or 400 Gold | 300 Gold; 250 before Super Hard Mode, 400 inside it |
| Lockpick at 150 or 50 Gold | 100 Gold in the Jeff Shop; it was 150 before The Modifiers Update and 50 before Super Hard Mode. The Pre-Run Shop sells it at 50 Knobs |
| Vitamins at 50 Gold | 100 Gold; 50 before Super Hard Mode |
| Flashlight at 100 Gold, Lighter at 50 Gold | 200 Gold and 100 Gold |
| NVCS-3000 for 1,000 Gold | A Super Hard Mode item; the wiki says NVCS-3000s stored in a Rift were converted into the Starlight Jug after The Mines Update |
| "Barrel of Starlight" | A community name; the wiki item is the Starlight Jug, sold by Cobbler for 750 Gold |
The wiki is not consistent with itself in places. The Shops page says seven Mines items are possible, but its own table shows nine; the Jeff Shop page lists ten, including a Lockpick. If you see a Lockpick in a Mines shop, that is why.
Sources
- https://doors-game.fandom.com/wiki/Items
- https://doors-game.fandom.com/wiki/Shops
- https://doors-game.fandom.com/wiki/Jeff_Shop
- https://doors-game.fandom.com/wiki/Cobbler
- https://doors-game.fandom.com/wiki/Louie
- https://doors-game.fandom.com/wiki/Movement_Speed
- https://doors-game.fandom.com/wiki/Crucifix
- https://doors-game.fandom.com/wiki/Skeleton_Key
- https://doors-game.fandom.com/wiki/Lockpick
- https://doors-game.fandom.com/wiki/Vitamins
- https://doors-game.fandom.com/wiki/Shears
- https://doors-game.fandom.com/wiki/Multitool
- https://doors-game.fandom.com/wiki/Starlight_Jug
- https://doors-game.fandom.com/wiki/Starlight_Bottle
- https://doors-game.fandom.com/wiki/Starlight_Vial
- https://doors-game.fandom.com/wiki/Alarm_Clock
- https://doors-game.fandom.com/wiki/Glowstick
- https://doors-game.fandom.com/wiki/Bulklight
- https://doors-game.fandom.com/wiki/Straplight
- https://doors-game.fandom.com/wiki/Flashlight
- https://doors-game.fandom.com/wiki/Lighter
- https://doors-game.fandom.com/wiki/Moonlight_Candle
- https://doors-game.fandom.com/wiki/Moonlight_Float
- https://doors-game.fandom.com/wiki/Battery_Pack
- https://doors-game.fandom.com/wiki/Bandage_Pack
- https://doors-game.fandom.com/wiki/Compass
- https://doors-game.fandom.com/wiki/Lotus
- https://doors-game.fandom.com/wiki/Scanner
- https://doors-game.fandom.com/wiki/Peach_Cobbler
- https://doors-game.fandom.com/wiki/Shakelight
- https://doors-game.fandom.com/wiki/Access_Granted_Update



