Props Overview
Page Contents
Note: Vault Statues and Portals will be on this page until the Areas page is made, in which they will be moved there.
Props are various objects that are spread across each area of the game to add flair. While some props are just normal objects that do nothing, others are hazards that can cause harm to the player and enemies.
While enemies HP scales by loop, props will always have the same amount. The exceptions to this is Vault Statues increasing with each loop, and Loop Generators only having higher HP on preloop.
Rad canisters are props that can be found on the pickups page with their related tech.
Most props can be damaged by both the player and any enemies. This means that they can be used for temporary cover (mainly in early game), or block a players shot if not paying attention. Weapons that are capable of piercing can also pierce props if their HP is low enough.
Enemies that do contact damage can only harm props this way if their size variable is larger than that of the prop. There's a few exceptions to this, such as Big Maggots never breaking props.
While most props are neutral, some are on the enemy team and will not be damaged by enemies. These include the Ice Flower, Vault Statues, Throne Statues, Large Generators and Frog Eggs. IDPD can still harm these props as they're considered on the IDPD team, and any enemy damage that can harm all teams can still damage these props (such as explosives or toxic).
Props List
The "Hazard" category on the table refers to the type of damage it can cause. Any of these harms both the player and enemies, aside from props that simply spawn enemies.
Explosions cause 5 damage a frame twice for 10 damage total, bullets cause 3 damage, while toxic does 3 damage a cloud and respects iframes.
Name | Image | HP | Area | Hazard | Description |
Barrel | ![]() |
1 | Desert | Explosion | Will cause a normal explosion when destroyed. |
Bone Pile | ![]() |
2 | Desert | Normal | A pile of bones. |
Cactus | ![]() ![]() ![]() |
2 | Desert | Normal | Normal cactus that populate the wasteland. |
Rotting Cactus | ![]() ![]() ![]() |
2 | Desert | Normal | A cactus variation that spawns specifically on the muddy grey tiles. |
Big Skull | ![]() |
50 | Desert | Normal | A skull that can block a lot of shots. If the mouth is open that means that Oasis can still be accessed during that level. |
Toxic Barrel | ![]() |
1 | Sewers | Explosion & Toxic | A barrel variant that will explode and then spread toxic gas when destroyed. |
Sewer Pipe | ![]() |
1 | Sewers | Normal | A normal pipe. |
Tires | ![]() |
6 | Scrapyards | Normal | A pile of tires. |
Car Wreck | ![]() |
20 | Scrapyards | Explosion | A broken down car that will explode into three normal explosions and two smaller ones upon being destroyed. |
Venus Car Wreck | ![]() |
25 | Scrapyards | Explosion | A broken down car that will explode into five normal explosions and three smaller ones upon being destroyed. If hit with any screwdriver, it will become the Venus Car Fixed prop and its health will be reset. |
Venus Car Fixed | ![]() |
47* | Scrapyards / Crib | Explosion | The fixed version of Venus Car which works the same mechanically, but can be entered to visit YV's Mansion. It is reused in YV's Crib, and can be used to be exited the area. It will only have 25 HP here. |
Crystal | ![]() |
2 | Crystal Caves | Normal | A glowing crystal that shines light around it. It will no longer emit light upon being destroyed. |
Cocoon | ![]() |
8 | Crystal Caves | Enemy | A wriggling cocoon that has a chance to drop a pickup or spawn an alligator enemy upon destruction. |
Hydrant | ![]() |
5 | Frozen City | Normal | A fire hydrant that has been frozen over. |
Street Light | ![]() |
5 | Frozen City | Normal | A street light that has been frozen over. |
News Stand | ![]() |
6 | Frozen City | Normal | A newspaper stand that has been frozen over. |
Icicle | ![]() |
6 | Frozen City | Normal | A harmless icicle protruding from the ground. |
Frozen Car Wreck | ![]() |
20 | Frozen City | Explosion | Mechanically works identical to a normal Car Wreck, but with a frozen over appearance. |
Snowman | ![]() |
20 | Frozen City | Enemy | A snowman that will drop 6 rads and spawn 3 snow bandits upon destruction. |
Soda Machine | ![]() |
24 | Frozen City | Normal | A soda machine that has been frozen over, featuring Y.V. saying "POP" three times on it. |
Ice Flower | ![]() |
500 | Frozen City | Special | An icy flower that spawns only on 5-1 if the player currently has the Last Wish mutation. The flower can be 'fed' HP using the interact button, and when fed 4 HP it will bring the player to the Jungle area. Strong Spirit can be used to feed it 1 HP, but otherwise being at 1 health will be lethal, even if it's the last HP needed to enter. |
Tube | ![]() |
2 | Labs | Normal | A cracked mutant tube, with most of its contents missing. |
Mutant Tube | ![]() |
2 | Labs | Enemy | A tube filled to the brim with freaks. Upon its destruction will cause 8 lab freaks to spill out of it. |
Terminal | ![]() |
6 | Labs | Normal | A computer terminal that shines light around it. It will no longer emit light once destroyed. Only spawns when there are enough Server props in a small area, converting one into a Terminal. |
Server | ![]() |
10 | Labs | Normal | A simple server, usually multiple are seen in a room together. |
Small Generator | ![]() |
40 | Palace | Explosion | A radiation-powered generator that will cause a green explosion upon its destruction. Gives 5 rads when destroyed. |
Nuclear Pillar | ![]() |
70 | Palace | Normal | A radiation-powered pillar that will not drop any rads upon its destruction, just serving as a beefy prop to block projectiles. |
Throne Statue | ![]() |
Special | Throne Room | Enemy | 7-3 will always include 10 of these statues and cannot be destroyed by most means. Upon being destroyed it will spawn 1 Palace Guardian, plus 1 more for each loop. Any large plasma ball attack will instantly destroy them, whether from the Throne or the player using Plasma Cannon or Super Plasma Cannon while the fight is active. Also destroyed if the Throne walks over them, as well as Guardians being killed when right next to a statue. |
Big Generator | ![]() |
230* | Throne Room | Explosion | Four of these will always spawn on 7-3 and can only be damaged while the fight is active. Upon its destruction it will cause four green explosions and drop 20 rads, with a chance of 2 pickups. If all four are destroyed before killing the Throne, the run will be loop back to the start rather than end. This will also cut the Throne's current HP in half, but only during L0. Starting in L1 generators will no longer reduce the Throne's HP, but they also have their HP lowered to 50 being much easier to destroy. |
Night Cactus | ![]() ![]() ![]() |
2 | Campfire | Normal | A variation of the Cactus that appears in the loop campfire area. |
Night Bone Pile | ![]() |
2 | Campfire | Normal | A variation of the Bone Pile that appears in the loop campfire area. |
Torch | ![]() |
8 | Vault | Normal | A glowing torch that lights up the surrounding area. It will no longer emit light upon being destroyed. |
Vault Statue | ![]() |
20 | Vault | Enemy | Two statues are found in the first vault if running a crown, and always two in the second vault and four in the third. Stepping on the crown pedestal will cause all the statues to instantly break, each summoning one Crown Guardian. If a statue is destroyed without touching the pedestal it will also awaken all Crown Guardians, but this will skip crown selection. |
Oasis Barrel | ![]() |
1 | Oasis | Normal | A broken down barrel that is no longer a hazard. |
Water Plant | ![]() |
1 | Oasis | Normal | A simple plant that is underwater. |
Water Mine | ![]() |
10 | Oasis | Explosion & Bullets | Will detach from its chain upon destruction and flash briefly, causing a normal explosion while firing out a ring of bullets. |
Anchor | ![]() |
30 | Oasis | Normal | A large anchor found underwater. |
Pizza Box | ![]() |
4 | Pizza Sewers | Normal | Has a 20% chance to drop a pizza slice upon destruction which functions the same as a health pickup. |
Gold Barrel | ![]() |
1 | YV's Mansion | Explosion | A variation of the normal barrel that acts the same mechanically, causing a normal explosion upon its destruction. |
Money Pile | ![]() |
1 | YV's Mansion | Normal | A pile of money carelessly left lying around. |
YV Statue | ![]() |
15 | YV's Mansion | Normal | A statue of the gun god himself. |
Cursed Crystal | ![]() ![]() |
2 | Cursed Crystal Caves | Normal | Similar to normal crystals, simply serving as light sources in the level but recolored for variety. It will no longer emit light upon being destroyed. |
Bush | ![]() |
1 | Jungle | Normal | A jungle bush that is not harmful on its own. Jungle Assassins will disguise themselves as these props and will try to ambush the player. |
Big Flower | ![]() |
12 | Jungle | Normal | A large flower similar to the Ice Flower, however this one is harmless. |
Plant Pot | ![]() |
1 | IDPD HQ | Normal | A simple potted plant. |
Venuz Car 2 | ![]() |
25 | YV's Crib | Explosion | A variation of YV's fixed car that appears only in his Crib. Upon destruction it has a very large explosion radius, being 10 normal explosions and 6 smaller ones. Interacting with the car will exit YV's Crib. |
Venuz Couch | ![]() |
Special | YV's Crib | Normal | A couch featuring Yung Cuz who is playing video games, and will respond to YV's airhorn button. The couch itself has 10,000,000,000 HP (10 billion) and can technically be destroyed, but if actually done it will not appear destroyed. |
Venuz TV | ![]() |
1000 | YV's Crib | Normal | A giant TV that Yung Cuz is using to play games on. If destroyed it will cause Cuz to cry loudly until the area is left. |
Vaults (WIP)
This section will be moved to the areas guide at a later point, with better formatting and images.

In Loop 0, these statues will spawn in with 120 HP in their first idle phase. When they fall under 70% of their health (83 HP in this case) then they will enter their collecting phase. Any rads that are within range of the statue will be attracted to it instead of the player, though the player can still collect these rads if it touches them first.
If the statue is fed 24 rads it will light up in the middle and become fully activated. Even when full it will still collect rads. If the prop is destroyed it will open a green portal, leading the player to the Crown Vault. If the other level exit portal is entered without destroying the activated statue, the secret area will not be entered.
As mentioned in the intro section, statues are considered on the enemy team which protects them from enemy damage. Enemies on the IDPD team can still freely damage it, as well as enemy attacks that harms all teams (such as explosions or toxic). Similarly prop explosions can damage statues. If a statue is destroyed before being fully activated, the secret area will fail to trigger.
Two portals summoning IDPD units will spawn when the statue enters its collecting phase, and two more when it enters its activated phase. If a crown is selected while in the Crown Vault, one more IDPD portal will spawn at the start of the next level.
Vault Statues will always spawn four Bandits around them, which will become four Snow Bandits in Frozen City. This can be used to locate statues quicker.
Unlike other props, statues will gain more HP each loop to make accidental destruction less likely. It gains +12 HP per loop:
Loop: | L0 | L1 | L2 | L3 |
Full HP: | 120 HP | 132 HP | 144 HP | 156 HP |
Collecting Phase: |
83 HP | 92 HP | 100 HP | 109 HP |
While vault statues HP is unlikely to ever be needed after L3, if wanting the exact HP use the formula of 120 + (Loop * 12).
Portals (WIP)
This section will be moved to the areas guide at a later point, with better formatting and images.
Portals serve as level exits once every enemy is killed. Their placement will always be over the corpse of the last enemy killed, though this can be difficult to predict in more chaotic levels. Vans and props do not need to be destroyed to trigger the portal, however if they are destroyed right after the last enemy is killed the portal may spawn at their location.
It's possible to have two exit portals open at once, such as having the exit portal with Pizza Sewers or a Vault Statue. If a secret area portal is open then either portal will bring the player there. The pause menu will immediately change the area to 2-? or ??? respectively as well.
A small audio cue will play after the second to last enemy in a level is killed, signifying only one more needs to be killed. This can play multiple times in the same level if additional enemies are spawned.
The closer the player is to a portal the stronger the pull is, and it will become inescapable if close enough. If the portal is touched at all this will end the level, even if the player manages to escape the portal (such as with Fish's Thronebutt mutation).
When inside the portal the player's sprite will be changed to their hurt animation one while getting sucked in. During this brief period before level end the player is fully invulnerable to any sources of enemy damage, but is still able to self-damage through blood weapons or certain character actives.
While right outside of the portal there is a brief period in which the player has their hurt animation active but will only give invulnerability to damage sources that respect player iframes. Notably one of the damage sources that does not respect iframes is explosion damage, meaning that an exit portal causing a nearby car to explode could kill the player, even if they're barely outside of the portal. Boiling Veins will actually grant full invulnerability to explosives in this specific state, as it makes explosives respect iframes.
On 7-3 and 0-1 there are giant portals after completing the fight. The entire time the player is getting sucked in they will have their hurt animation play as well, meaning they are also in the semi-invulnerable state, though there are not many ways to get damaged after this fight. Exception being for meta players in loops 4+, Popo Freaks will not instantly die if the fight on 0-1 is completed. Once the portal actually opens the player is immune to their contact or bullet damage, but not their grenade explosives unless running Boiling Veins.
Entering the 7-3 portal specifically will uncurse any currently held weapons, but not the 0-1 portal despite looking the same.
Portals will destroy any walls and props within its immediate vicinity, including hazardous props that can kill the player. They will also cause any chests to automatically open, giving pickups. While an exit portal is open all pickups/rads will be automatically attracted to the player no matter the distance, and any pickups that touch an exit portal will also be granted to the player.
Portals will also suck in any nearby weapons, bringing them to the next level. Ammo from these weapons will be granted either upon touching the exit portal or upon entering the next level. The final enemy in a level could be strategically killed to have their corpse land to a certain weapon to bring to the next level.
Rare bug: If all enemies in a level are killed but the exit portal does not open, it means that there is still an enemy alive stuck inside of a wall somewhere. This is very unlikely to happen in normal gameplay. In case this happens, walk the level perimeter and try to find them. (Melee is useful here as it can hit inside walls)