Caretakers Best Gear: The Right Pick for Each Situation
Which Caretakers gear deserves your slots? The Entity Mask for closing entities, the Scanner for lost objectives, and the launch-week evidence behind each pick.
Trying to pick the best gear in Caretakers? Two items earned their slots the hard way in a recorded launch-week session of this Roblox survival horror based on Bon from the Walton Files: the Entity Mask is the answer when an entity is approaching or has locked onto you, and the Scanner is the answer when you can't find a task objective. The Taser looks strong on paper — its description says a hit stuns an entity for a few seconds — but the session never shows one fired, so it stays a provisional pick.
This is deliberately not a ranking of every item in the game. All of it comes from a single creator's play shortly after release, so treat these as situational picks from a release-week snapshot, not verdicts confirmed against every later update.
The picks at a glance
| Your situation | Best pick | Why it earned the call |
|---|---|---|
| An entity is approaching or has locked onto you | Entity Mask | Its stated function is to banish entities, and the session shows it deployed under threat again and again — plus one downing that proves you must actually put it on |
| You don't know where your task objective is | Scanner | It "scans all objects on the map and highlights them all"; on its one shown use, it instantly located a "repair a broadcast" objective |
| You want to stop an entity at range | Taser (provisional) | The in-game description promises a few-second stun when you fire at an entity, but no shot is shown landing |
A pick only earns a row above by doing a distinct, checkable job — banishing, revealing or stunning. Items the creator merely read in the Equipment menu are kept separate further down, because reading a menu is not the same as watching gear work.
Entity Mask: the answer to an entity closing in
The Mask's job is simple and stated in-game: put it on and "it banishes them." What the session adds is when and how to use it. The creator planned the response in advance — "My thing is on number one. And you know what that means? If this thing comes near me... we put the mask on" — and repeated it under real pressure in a later round: "I can hear him... I put the mask on and run."
The most useful lesson is a failure. Caught out once, he was downed with the realization: "NO. I DIDN'T KNOW I had to put it actually on." Earlier he'd said the same after a scare: "I should have put my mask on... but I didn't." Owning the Mask or seeing it in your loadout does nothing — you have to trigger it while the entity is closing in.
Two practical takeaways:
- Bind it where you can hit it instantly. The creator kept it in slot one for exactly this reason.
- Mask, then move. The recorded pattern is mask first, running second. How long a banish lasts, whether it is instant, and whether the Mask has a cooldown are not shown — so don't plan to stand still and rely on it.

For what you're usually running from, see the Bon entity guide, and for the finish line the mask-and-run play is heading toward, see how to escape.
Scanner: the fix for "genuinely, where though?"
The Scanner "scans all objects on the map and highlights them all," and the session shows exactly the moment that matters. Facing the objective "Repair a broadcast," the creator's response was "Genuinely where though?" — so he tried it: "I want to try this scanner. Boom. Oh, it was right here." His verdict, at acquisition and again after use, never changed: "that little scanner thing to tell you where everything is. So useful."
Using it also taught him something about how objectives work: "There's a bunch of them around the place and you just need to do like one or two... There's not an exact location for every single one." That makes the Scanner most valuable on early runs, before map knowledge replaces it — as he put it himself, "the more you know the map, the easier it'll be."
If you're still learning the objective loop itself, the objectives guide covers it step by step.
Taser: a good description, an unproven shot
The Taser is the item the creator wanted enough to buy an extra slot for: "Boom. Two gear slots. Right. Load out. Boom. Second slot. Taser." Its description reads "Fire at an entity... Firing at an entity will stun them for a few seconds."
That description is all there is. No fired shot appears in the session, so there is no observed stun to vouch for — don't treat the Taser as your primary answer to an entity. Carry it as the plan-B second slot, and let the Mask stay the proven response.
Two gear slots, so choose deliberately
You start with one gear slot, and the shop lists an "Extra gear slot" alongside a Gear bundle and other offers. The recorded player expanded to two slots and assigned gear through the Loadout screen: Entity Mask in the first slot for instant access, Taser in the second. How to assign gear is covered in the equip guide.
One honest gap: the session never shows prices, and it never pins down whether the Mask, Taser and Scanner are default kit or came from a shop bundle — the player demonstrably owns, equips and uses all three, but the acquisition path is unstated. Check the unlock guide for that side, and browse the full gear list to read each item's function before you commit a slot.
The rest of the Equipment menu: impressions, not tests
The creator also clicked through the Equipment menu and graded what he read. These are one player's menu impressions — not side-by-side tests — so treat them as a shortlist to try, not measurements.
| Item | What the menu shows | The creator's verdict |
|---|---|---|
| Vanish wearable | Wear it and you vanish from Bon for a few seconds | "That's so useful" — a hiding tool, a different job from the Mask's banish |
| Revive item | No effect text shown in the session | "The revive is pretty cool" |
| Sprint drink | "Drink it to sprint faster" | "probably not the best" |
| Slip puddle | Toss it on the floor; anyone who steps on it slips | "just a troll thing" |
| Task-assist item | Tied to getting your task done | "quite good as well if you need your task done" |
Note the split with the verified picks: the vanish wearable and the Entity Mask sound similar but do different things — one briefly hides you from Bon, the other banishes an entity outright.
What could change these picks
Every observation above comes from that one session, recorded when the game was "literally just released." Nothing in it shows a patch, removal, price change or altered gear effect — but that absence isn't proof nothing has changed since, and durations, cooldowns, ranges and costs were never documented in the first place. Those unknowns are exactly why this page won't pretend to rank every item from best to worst.
If gear effects, costs or encounter mechanics change, the situational picks deserve a re-test; patch news lands on the updates page. Until then: Mask for the entity on your heels, Scanner for the objective you can't find, Taser as the unproven second slot.
Related Guides
Gear List: Verified Items and Effects
Every confirmed gear item — Entity Mask, Taser, Scanner, revive shots and more — with each item's stated effect and observed limits.
How to Unlock Gear
The verified unlock route: earn money from tasks, buy items at the lobby shop, then assign your gear in the Loadout.
Survival Tips That Actually Work
Recorded chases show which survival responses work — locker hides, the entity mask, vent slides, doors and teammate revives — and when each one fails.
