[[quoteright:256:[[VideoGame/TheLegendOfZeldaALinkToThePast http://static.tvtropes.org/pmwiki/pub/images/zelda_item_screen.gif]]]]
[[caption-width-right:256:Now where did I put my keys?]]

Items/Equipment in VideoGames that are used to solve puzzles and [[AbilityRequiredToProceed pass by obstacles]]. These tend to be the treasure of {{Metroidvania}} dungeons, but can be seen in all sorts of games. Different than main weapons, Tools will have a specific use only they can do; the hammer in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' can strike foes, but is also the only method for activating rusty switches.

Also common is the enemy that is [[UtilityWeapon uniquely vulnerable to a certain tool]]; ''VideoGame/MetroidPrime3Corruption'' has Space Pirates with shields that can be ripped away with the Grappling Beam. Often the boss of a dungeon will require that dungeon's tool to defeat it, making it a sort of PuzzleBoss, albeit a simple puzzle.

Since the acquisition of these tools can be quite pivotal to the overall abilities of the character, one can expect the whole dungeon to be designed around the tools it provides. [[GuideDangIt Wandering around the dungeon trying to do everything]] can be frustrating so a mandatory tutorial puzzle or an {{Antepiece}} may be introduced to limit the TrialAndErrorGameplay to a single room, so the player has some chance to conceptually solve the preceding puzzles without the need to resort to too much {{Button Mashing}}.

A variant of this occurs in many {{FPS}}es with nonviolent options, allowing the player to use [[VideoGame/DeusEx multitools]] and [[VideoGame/{{Fallout}} bobby pins]] to bypass locks and [[Franchise/MetalGear cigarettes]] to reveal hidden laser traps.

The GrapplingHookPistol and PrecisionGuidedBoomerang are popular Video Game Tools. See also WhenAllYouHaveIsAHammer for situations where the given tools are the solution for every situation.

The FinalExamBoss requires that you use most, if not all, of the tools you have collected up till that point in some combination to defeat it.


* Pretty much guaranteed in any {{Metroidvania}} type game.
* Most ''Franchise/TheLegendOfZelda'' games will have an item or two whose main purpose is clearly not battle, but which can still be weaponized in some form.
** The Spinner in ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is largely a movement tool, allowing you to climb certain walls and boost your speed quickly, but its "burst" move can be used to attack enemies. Even the humble Empty Bottle can be used to reflect [[PlayingTennisWithTheBoss certain attacks!]]
** The Hookshot in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' is excellent at this. You can use it to one-hit kill the small Moblins in the annoying Lost Woods hedge maze, and stun the extremely annoying giant Moblin guarding the way to the Forest Temple.
** In ''[[VideoGame/TheLegendofZeldaBreathOfTheWild Breath of the Wild]]'', the line between "tool" and "weapon" is blurred: weapons can be used to break ore, chop down trees, or light fires; and you can kill enemies with an iron sledgehammer or even a wooden ladle. Durability comes into play instead: yes, you can chop down trees with your Royal Broadsword (attack level 36), but it'll wear the sword down a lot faster than it would a Woodcutter's Axe (attack level 3).
* In ''VideoGame/NetHack'': key, lock-pick, and credit card to open locks; stethoscope to appraise enemy statistics; bag, waterproof bag and BagOfHolding to store things; tinning kit to make canned food; can of grease to waterproof your armor; pick-axe to dig holes; candles and lamps to dispel darkness; blindfold and towel to blind yourself from light-based attacks; expensive camera to blind foes with its flash.
* In the NES version of ''VideoGame/BionicCommando'', communicators, flares, even the bionic arm itself are necessary but not used to directly damage your enemies.
* Lock picks, Multitools and Fire Extinguishers in ''VideoGame/DeusEx''. Further, you also had Rebreathers and Hazmat Suits to overcome obstacles.
* ''VideoGame/MySims'' has tools that you earn when the town's commercial Sims have a sufficient cumulative satisfaction. Said tools generally open up more of the town, both for moving Sims into empty lots and for finding places where Essence types the player had previously not encountered may be harvested. And no, you cannot use the ax you come already equipped with to chop fallen logs. That falls to the saw, which, yes, must be earned.
* ''VideoGame/TheSims 2: Castaway'' has a ton of tools that can be made, and are needed to make other tools, clothes, shelter, catch fish, etc. As well, they are often used to cut through the forest, repair bridges, or build boats.
* In the ''Franchise/{{Pokemon}}'' games, the {{Mons}} themselves will be tools for cutting through small trees and smashing boulders out of the way, and are even usable as a surfboard. Though to be fair, it's more the items used to ''teach'' your Pokémon these special moves that would count as the tools.
* Almost every ''Franchise/RatchetAndClank'' game gives you a bunch of different gadgets to use for clearing specific obstacles. Every main game has the [[GrapplingHookPistol Swingshot]] (for swinging or pulling yourself to applicable targets), GrindBoots (for sliding across rails) and Gravity Boots (for walking along ionized pathways), and each game has extra gadgets of its own.
* In ''VideoGame/BatmanArkhamAsylum'', Batman has his usual arsenal of bat-gadgets, which can be used for progression, combat and sometimes both (the bat-claw, for example).
* ''VideoGame/DwarfFortress'' has several. Axe and Pick (Mining skill gets trained a lot) also double as good weapons; others, not so much.
* A central part of ''VideoGame/{{Minecraft}}'', although you do make the tools yourself.
* ''VideoGame/HackNSlash'' features an interesting take on this concept with a theme of hacking the game's code, giving you tools such as a magic sword (and later a boomerang) which can change variables and reprogram objects, artifacts that let you edit specific game parameters, and even special bombs that let you literally modify the ''actual game code'' that makes up various objects in the game.
* Alex Roivas starts ''VideoGame/EternalDarkness'' investigating her family home in Rhode Island, and nearly every door inside is locked with no obvious means of opening them; you even ''break'' the key for the upstairs hallway upon using it. Instead, by reading the game's TomeOfEldritchLore, you acquire magickal spells which allow you to enchant, dispell, or reveal various facets of the mansion, gradually opening it up in combination with more expected items to use to solve little setpieces.