Items

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Objects / tools

An oil lighter.

Lighter

A standard flip-top lighter.

There are two places where you use the lighter:


A lockpick. I can unlock the simple locks with this.

Lockpick

A simple lockpick.

This is Claire's default special item, and is used to open the following simple locks throughout the game:


A picture taken fairly recently.

Ada's Picture

A small photograph showing a young couple.

This picture, which is Ada's standard item, appears to show her with her boyfriend John. John was mentioned in a file in the first game who used Ada as his password. He was also mentioned by Ada herself as part of her cover story for her reason for being in Raccoon City.


A picture taken fairly recently.

Sherry's Picture

Sherry carries around this picture with her. It shows her with her parents William and Annette Birkin.


I can type in my progress with this.

Ink Ribbon

A roll of typewriter ribbon.

If you come across a Typewriter, you need to have at least one of these in your possession to save your progress.


I can't tell what's on the film until I develop it.

Film

A small canister of photography film.

In order to see what's on the film, it has to be developed in the Dark Room of the Police Station.


Something is engraved on the back. "Please guide me to the beautiful maiden who turned into stone as she waited for me."

Unicorn Medal

A bronze medal with an engraved depiction of a Unicorn on the front of it.

This medal is used on the "Statue of a Maiden" in the Main Hall of the Police Station in order to acquire the Spade Key.


A blood-red jewel about the size of a fist.

Virgin Heart

A large red gemstone.

There are two of these large red jewels in the game. You need to place them on the breast of the two statues inside the Storage Room of the Police Station to reveal either the King Plug for Leon or the Blue Stone (left piece) for Claire.


I can open/close the valves with this.

Valve Handle

A simple round handle for opening and closing valves.

The Valve Handle is used in a few locations throughout the game:


Enough C4 to clear the wall, but it needs a detonator.

Plastic Bomb

A lump of C4, it cannot be used without a detonator.

In order to use it you need to combine this with the Detonator to create the Bomb & Det..


It's a charge detonator. It's useless by itself.

Detonator

A detonator with no explosives, it has no use on its own.

You need to combine this with the Plastic Bomb to create the Bomb & Det. before you can use it.


I can clear the wreckage away with this.

Bomb & Det.

A small amount of plastic explosive with an attached detonator.

This is what you need to clear away the wreckage caused by the crashed helicopter. It is created by combining the Plastic Bomb with the Detonator. Once assembled, place this on the door in the Helicopter Corridor and it will automatically destroy the door allowing you to access Chief Irons' Office.


The end is square-shaped.

Square Crank

A crank with a square-shaped end. It is used to lower the wooden staircase inside the Cog Room of the Police Station.


A cord to connect wires on small electric devices.

Cord

A small length of cord for electric devices.

This cord can be used to close the electric shutters in the 'L' Corridor or the Basement Stairway to prevent zombies coming through the windows later on in the first scenario.


A plug of some sort in the shape of a king.

King Plug

One of four chess themed plugs acquired by Leon, designed in the shape of a King chess piece.

In conjunction with the Bishop Plug, Knight Plug and the Rook Plug, use it on the panel in the Septic Pool Walkway of the Sewage Disposal in order to gain access to the Filtering Room.


A plug of some sort in the shape of a rook.

Rook Plug

One of four chess themed plugs acquired by Leon, designed in the shape of a Rook chess piece.

In conjunction with the Bishop Plug, Knight Plug and the King Plug, use it on the panel in the Septic Pool Walkway of the Sewage Disposal in order to gain access to the Filtering Room.


A plug of some sort in the shape of a knight.

Knight Plug

One of four chess themed plugs acquired by Leon, designed in the shape of a Knight chess piece.

In conjunction with the Bishop Plug, King Plug and the Rook Plug, use it on the panel in the Septic Pool Walkway of the Sewage Disposal in order to gain access to the Filtering Room.


A plug of some sort in the shape of a bishop.

Bishop Plug

One of four chess themed plugs acquired by Leon, designed in the shape of a Bishop chess piece.

In conjunction with the King Plug, Knight Plug and the Rook Plug, use it on the panel in the Septic Pool Walkway of the Sewage Disposal in order to gain access to the Filtering Room.


A six inch stone with an eagle etched.

Eagle Stone

One of three animal-themed stones acquired by Claire, featuring the etching of an eagle.

In conjunction with the Jaguar Stone and the Serpent Stone, use it on the panel in Chief Irons' Office to access his secret elevator.


A six inch stone with a snake etched on the side.

Serpent Stone

One of three animal-themed stones acquired by Claire, featuring the etching of a serpent.

In conjunction with the Eagle Stone and the Jaguar Stone, use it on the panel in Chief Irons' Office to access his secret elevator.


Half of an animal is etched on the stone fragment.

Blue Stone (left piece)

The left-hand piece of a blue stone, engraved with part of an animal.

Exclusive to Claire, combine this with the Blue Stone (right piece) to create the Jaguar Stone.


Half of an animal is etched on the stone fragment.

Blue Stone (right piece)

The right-hand piece of a blue stone, engraved with part of an animal.

Exclusive to Claire, combine this with the Blue Stone (left piece) to create the Jaguar Stone.


A six inch stone with a jaguar etched.

Jaguar Stone

One of three animal-themed stones acquired by Claire, featuring the etching of a jaguar.

In conjunction with the Eagle Stone and the Serpent Stone, use it on the panel in Chief Irons' Office to access his secret elevator.

This stone is initially in two halves, you need to combine the Blue Stone (left piece) and the Blue Stone (right piece) to create the complete stone.


A tool to open the manhole lid.

Manhole Opener

A hook specifically designed to open manhole covers. You need this to open the manhole in the Kennel of the Police Station B1.


It's gold-plated. It looks like a large clock cog.

Gold Cogwheel

A missing component of the Police Station's bell tower mechanism.

This cogwheel is used in the Cog Room in order to open a secret panel in the wall.


An eagle is etched.

Eagle Medal

A round gold-plated medal engraved with an eagle.

Used in conjunction with the Wolf Medal on the waterfall mechanism in the Sewer Passage 2 to stop the water flow and allowing you to exit the sewers.


A wolf is etched.

Wolf Medal

A round silver-plated medal engraved with a wolf.

Used in conjunction with the Eagle Medal on the waterfall mechanism in the Sewer Passage 2 to stop the water flow and allowing you to exit the sewers.


A case for industrial fuses. It's been designed for superconductor fuses.

Fuse Case

An industrial-sized fuse case.

This is needed to operate the machine in the Cold Room of the Underground Laboratory in order to create the Main Fuse.


I can restore the power to the lab with this.

Main Fuse

This is the missing component in order to restore power to the entire Underground Laboratory. Insert it into the power core at the central point of the Main Shaft.


The label says "For Cargo Room Verification".

MO Disk

A magneto-optical drive disk for opening the reinforced door to the Laboratory Cargo Room from the Central Corridor of lower level of the Underground Laboratory.


Used to create the vaccine. I need the base vaccine first.

Vaccine Cart

You need this in order to create the Vaccine for Sherry. Once you have this cart in your possession you can use it in the VAM machine in the Active Treatment Experimentation Room, in return you'll get the Base Vaccine.


Vaccine cartridge processed with the activator.

Base Vaccine

This is the base for creating the Vaccine for saving Sherry Birkin. This is created by using the Vaccine Cart in the VAM machine in the Active Treatment Experimentation Room. Once acquired, use this on the Vaccine Synthesis Machine in the P-4 Laboratory to create the final Vaccine.


I can save Sherry with this.

Vaccine

This vaccine is capable of destroying the G-Embryo within a compatible host's body (provided it's still within the initial stage of gestation). After receiving the instructions of how to synthesize the Vaccine off Annette, Claire is able to use the laboratory equipment in the P-4 Laboratory to create the Vaccine from the Base Vaccine and save Sherry's life.


A purple object in a gel-like state.

G-virus

The G-Virus, the result of William Birkin's research. You don't use this item, it is merely acquired and placed in your inventory automatically.


High power plug. Used to activate large generators.

Joint N Plug

A large high-power plug with red connection wires, used for large generators.

Use this in conjunction with the Joint S Plug in the Power Control Platform in order to restore power to the Gate Platform.


High power plug. Used to activate large generators.

Joint S Plug

A large high-power plug with blue connection wires, used for large generators.

Use this in conjunction with the Joint N Plug in the Power Control Platform in order to restore power to the Gate Platform.

Keys

A plastic card. It reads: Hall electronic lock.

Blue Card Key

A blue plastic card key.

This card key opens the electronic locks for the doors in the Main Hall in the Police Station. Use the card on the computer behind reception to unlock the doors to the Waiting Room 1F, the Payphone Corridor and (in Scenario B) to the Library.


I can access the cabin in the rear with this.

Cabin Key

A small silver key attached to a giant metal ring.

This key is used to open the door to the Outside Shed from the R.P.D. Backyard.


It's in the shape of a spade.

Spade Key

A large silver key with the handle shaped like a spade. It is one of four card-suit-themed keys you acquire, and opens a couple of doors within the R.P.D. Building.

It opens the doors to enter the File Storage and the Lounge.


It's in the shape of a diamond.

Diamond Key

A large silver key with the handle shaped like a diamond. It is one of four card-suit-themed keys you acquire, and opens a couple of doors within the R.P.D. Building.

It opens the doors to enter the Interrogation Room A and the Evidence Room.


It's in the shape of a heart.

Heart Key

A large silver key with the handle shaped like a heart. It is one of four card-suit-themed keys you acquire, and opens just one door within the R.P.D. Building, namely the door to the Basement Stairway.


It's in the shape of a club.

Club Key

A large silver key with the handle shaped like a club. It is one of four card-suit-themed keys you acquire, and opens several doors throughout the R.P.D. Building.

Opens the doors to enter the following locations:


It looks like the key to a desk.

Small Key

A small simple key.

These keys are exclusive to Leon, and are used to open the following simple locks throughout the game:

Claire's Lockpick also unlocks these simple locks.


A plastic card. It reads: Weapon Storage.

Red Card Key

A red plastic card key.

This card key is used to open the Weapons Storage in the Police Station Basement. Use this card key on the card reader next to the locked door once the power has been restored within the Generator Room.


An odd-shaped key. Umbrella's logo is on the key ring...

Weapon Box Key

A small simple key with a key ring.

This is used to open the weapons locker in the first section of the P-4 Laboratory.


A control panel key. The letter 'D' is etched.

Down Key

A small key with the letter 'D' etched on the label.

This key is used on the Turntable Yard in the Vacant Factory in order to take you down to the Underground Laboratory.


A control panel key. The letter 'U' is etched.

Up Key

A small key with the letter 'U' etched on the label.

This key is used to recall the Turntable from Underground Laboratory from within the Turntable Control Room of the Vacant Factory.


It looks like a card key for lab access.

Lab Card Key

A red card key marked with the Umbrella Logo.

This card key is used to two doors within the Underground Laboratory. It opens the doors to the Computer Room and the Active Treatment Experimentation Room.


It looks unique. Now I can access the power room.

Power Room Key

A heavy looking key with a black handle and a lightning strike across it.

This key is used to gain access to the Power Room in the Underground Laboratory.


It looks very important.

Master Key

A small key with a black plastic coating.

This key is used to gain access to the Transport area of the Underground Laboratory. You need to use it in the main Elevator.


I have to hurry and get the train operational.

Platform Key

A standard-looking small silver key with a black handle.

This key is used to open the gate to the Main Platform in the Transport of the Underground Laboratory.


There must be an unopened locker somewhere.

Locker Key

A long silver key.

This is a special key that allows you to open the locker inside the Dark Room of the Police Station. The contents of the locker allows your character to change their outfit.

Recovery items

Special herbs that grow in the Raccoon City region.

Green Herb

One of three different herbs found growing in pots around the R.P.D. building and surrounding area.

The most useful of the three herbs you can find. The Green Herb by itself will restore a small amount of health, but can be enhanced by combining it with another Green Herb to create the Mixed Herb (G+G) which will double its potency. It can also be combined with the Blue Herb to create the Mixed Herb (G+B) or combined with the Red Herb to create Mixed Herb (G+R).


Special herbs that grow in the Raccoon City region.

Red Herb

One of three different herbs found growing in pots around the R.P.D. building and surrounding area.

A herb that has no use on its own, but enhances the effect of the Green Herb when combined, creating the Mixed Herb (G+R).


Special herbs that grow in the Raccoon City region.

Blue Herb

One of three different herbs found growing in pots around the R.P.D. building and surrounding area.

This herb can be used to neutralize the effect of any poison, making it very useful after encountering venomous enemies such as Giant Spiders and Poison Ivy's. It can be used on its own, or combined with a Green Herb to increase its healing effect.


This will completely restore my vitality.

First Aid Spray

A powerful medical spray that can clean and heal wounds quickly and effectively. One of these will completely restore your health.

Although not many of these throughout the game, they're good to stock up on for boss fights. Although they don't remove the poison status, you will still need a Blue Herb to cure this.


A mixture of 2 green herbs.

Mixed Herb (G+G)

This is a combination of two Green Herbs.

This has double the potency of a single Green Herb. It can be combined with another Green Herb to create the Mixed Herb (G+G+G) to increase its healing potency further, or it can be combined with a Blue Herb to create the Mixed Herb (G+G+B).


A mixture of 1 green herb and 1 red herb.

Mixed Herb (G+R)

This is a combination of one Green Herb and one Red Herb.

Since Red Herbs enhance the effect of other herbs, this mixture can completely restore your health to 100%, however it will not sure the poison status. Combine this with a Blue Herb to create the Mixed Herb (G+R+B).


A mixture of 1 green herb and 1 blue herb.

Mixed Herb (G+B)

This is a combination of one Green Herb and one Blue Herb.

This has the ability of curing any poison and also restoring a small amount of your health. It can be further combined with another Green Herb to create the Mixed Herb (G+G+B) or combined with a Red Herb to create the Mixed Herb (G+R+B).


A mixture of 2 green herbs and 1 blue herb.

Mixed Herb (G+G+B)

This is a combination of two Green Herbs and one Blue Herb.

This has double the potency of a single Green Herb with the added effect of curing the poison status.


A mixture of 3 green herbs.

Mixed Herb (G+G+G)

This is a combination of three Green Herbs.

This has triple of the potency of a Green Herb, which means it can restore your health to 100%.


A mixture of 1 green herb, 1 blue herb and 1 red herb.

Mixed Herb (G+R+B)

This is a combination of one Green Herb, one Red Herb and one Blue Herb.

This combination is capable of restoring your health to 100% and curing you of the poison status.