Items

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Objects, tools and keys

An oil lighter. You can use it to light a dark area.

Lighter

A normal oil lighter.

If you equip this lighter you can see better in dark places. It also has an additional use in that it keeps Bats away from you. However, have it lit around Moths and they'll be attracted to the light.


Use this with a typewriter to save your progress.

Ink Ribbon

A roll of typewriter ribbon.

Use these on a Typewriter in order to save your progress.


A simple key. A padlock may be opened with this.

Padlock Key

A simple key on a large hoop.

This key is used to unlock the padlock on the metal fence in the Barracks Yard area of the Prison, providing a short-cut.


You can extinguish fire with this.

Extinguisher

A fire extinguisher to put out flames.

Use this to extinguish the flames surrounding the crashed truck in the Graveyard in order to obtain the item the Briefcase. After one use it will become the Empty Extinguisher, but can be refilled in the Water Tank Room of the Antarctic Transport Terminal to allow you to extinguish the fire in the Weapon Room.


It's an empty extinguisher. I must fill it with the extinguishant before I can use it.

Empty Extinguisher

A fire extinguisher that has run out of fuel.

The Extinguisher you find becomes empty after you use it. It can, however, be refilled in the Water Tank Room of the Antarctic Transport Terminal. Until you find this place where you can refill it, this item serves no purpose. Be sure to store it in an Item Box rather than the security deposit box in the Security Corridor of the Prison so it can be retrieved later on in the game.


An emblem carved with a hawk symbol. It appears to be made of pure gold.

Hawk Emblem

A golden emblem with a carving of an eagle.

This item is used in conjunction with the TG-01 alloy on the 3D scanner machine in the workshop area of the Security Corridor to create the Special Alloy Emblem.


A case made of metal. The case seems to be closed. Maybe if you examine it closely.

Briefcase

A simple fireproof metal briefcase.

If you examine this briefcase, inside you'll find the TG-01 alloy and the TG-01 Product Description.


Newly developed special alloy. It cannot be detected by a metal detector.

TG-01

This special alloy is made from a special substance that will not trigger the alarm on any metal detectors.

If you use the Hawk Emblem on the 3D modelling machine in the workshop area of the Security Corridor, you can use this as the material and produce the Special Alloy Emblem.


A picture of a hawk is carved on it. It's made of a newly-developed alloy TG-01.

Special Alloy Emblem

A replica of the Hawk Emblem made out of the special alloy TG-01.

This replica of the Hawk Emblem does not get picked up by the metal detector in the Security Corridor of the Prison, so you can continue to the Yard and use this item to unlock the gate.


A small key made of steel with the word "storage".

Storage Key

A small silver key with a large metal tag attached which reads "Storage Key".

This is used to unlock the cabinet in the Front Office of the Military Training Facility.


A hex-shaped stone object. A picture of a submarine is carved on it.

Navy Proof

A small grey hexagonal stone object, showing a carving of a submarine.

This item, used in conjunction with the Air Force Proof and the Army Proof, is used to activate the platform mechanism to board the plane in the Boarding Area.

It is later used again by Chris in the Diorama Room of the Military Training Facility with the other two proofs to move the diorama to access the Underground Passage.


An ID card for an Umbrella employee. The word "NTC0394" is written on it.

ID Card

An ID Card with the Umbrella logo across it.

This card key has the pass code "NTC0394" on the reverse side. You need to enter this into the Palace Hall computer terminal to unlock the north west door, allowing you to access the Palace Corridor.


This is used to steer a ship. It has a octa-shaped projection.

Steering Wheel

A steering wheel that looks like it should belong on a ship.

This isn't used to steer a ship, but rather to reveal a unique transportation system to access the island's Airport. Use this wheel in the Submarine Dock of the Palace to access the Submarine.


It's a key used to move the turn table.

Turn Table Key

A silver key with a black handle.

This key is used to operate the turn table in the Turn Table Room of the Military Training Facility.


A card key shining in silver. You can use this at the military training facility.

Biohazard Card

A plastic card key with a biohazard symbol marked on it.

This card key opens the metal shutters in the Lobby of the Military Training Facility. Note: the north-most shutter will close and need to be re-opened using the card again later on in the game.


A human skeleton is outlined in blood.

Skeleton Picture

A picture of a skeleton wearing a pirate's hat.

This not so pleasant picture has two uses. Firstly, there is a pass-code written on the picture, 1126, that opens the door to the Observation Room. Secondly, once you're in possession of the picture you can hang it up on the wall in the Diorama Room to reveal a diorama of the training facility.


This is a card key shining in indigo blue. You can use this at the military training facility.

Emblem Card

A blue card key with the Ashford Family Crest displayed on it.

This card key is used within the Military Training Facility in the following locations:


The case is locked. There must be a keyhole somewhere. It's secured by a simple lock.

Duralumin Case

A large locked case that requires a key or lock-picking device to open.

When you have one of these cases in your possession and you also have the Lockpick, examine the locks to open it up.


It's a picture of Steve and his parents.

Family Picture

A picture showing Steve Burnside with his mother and father.


A hex-shaped stone object. A picture of a jeep is carved on it.

Army Proof

A small grey hexagonal stone object, showing a carving of an army Jeep.

This item, used in conjunction with the Air Force Proof and the Navy Proof, is used to activate the platform mechanism to board the plane in the Boarding Area.

It is later used again by Chris in the Diorama Room of the Military Training Facility with the other two proofs to move the diorama to access the Underground Passage.


Ashford family's crest. An eagle grasps a gold halberd. The indigo blue plate portion appears to be made of special alloy.

Eagle Plate

The Ashford Family Crest is depicted as an eagle grasping a gold halberd.

There are two of these plates in the game, and both are used in two different locations. One is used on the stone pedestal overlooking the courtyard in the 2F Back Courtyard of the Military Training Facility. Another is used on the guillotine in the Execution Yard of the Prison.

Later on in the game when playing as Chris, the Clement Mixture must be used to dissolve the special indigo-coloured alloy the emblem is made of in order to retrieve the golden Halberd.


A golden key. The Ashford family's crest is carved on it.

Gold Key

A large golden key.

This key is used to open the door to the Family Portrait Room in the Palace.


A key made of pure silver. The Ashford family's crest is carved on it.

Silver Key

A large silver key with the Ashford Family Crest engraved.

This key is used to unlock the following two doors in the Palace; the door to the Casino Lounge and the door to the Umbrella Meeting Room.


An earthenware vase with a nice flower design. There appears to be something inside.

Earthenware Vase

An expensive looking Earthenware vase.

The vase itself serves no purpose, except what's hidden inside of it. Examine this to acquire the Queen Ant Object.


A queen ant object that contains a red ruby.

Queen Ant Object

A queen ant object made up of a red jewel.

This object is used on the music box lid in Alexia's Bedroom in the Ashford Private Residence.


This plate is needed for a music box to play.

Music Box Plate

A bronze music plate required for music boxes to play a tune.

This plate is the missing one from Alfred's Bedroom in the Ashford Private Residence. Use it on the music box after you've opened it with the King Ant Object.


An eyeball model that is made of glass.

Glass Eye

A false eye made from glass.

In the Clinic of the Prison, insert this into the life-size human model to reveal a stairway to the Secret Corridor.


It's rusted and cannot be used as a weapon.

Rusted Sword

A large rusted medieval-style sword.

Inside the Torture Chamber of the Prison, use this on the iron statue in order to open it up.


Roll paper that is used for an auto-play piano. If you set it, the music on the paper will be played.

Piano Roll

A piano roll with etchings for a pre-recorded tune.

Use this roll in the auto-play piano in the Casino Lounge of the Palace.


A simple lock can be opened with this.

Lockpick

A simple set of picks that can open simple locks.

This can be used to open the Duralumin Cases you find. It can also be used in the following places:


A king ant object that contains a blue sapphire.

King Ant Object

A king ant object made up of a blue jewel.

This object is used on the music box lid in Alfred's Bedroom in the Ashford Private Residence.


A dragonfly object. It is designed so its wings can be detached.

Silver Dragonfly

A silver dragonfly object, it looks like the wings can be detached.

If you examine this object, you can detach its wings. Doing so means you can then use this object in the slot in the Play Room of the Ashford Private Residence.


A hex-shaped stone object. A picture of a fighter is carved on it.

Air Force Proof

A small grey hexagonal stone object, showing a carving of a fighter jet.

This item, used in conjunction with the Navy Proof and the Army Proof, is used to activate the platform mechanism to board the plane in the Boarding Area.

It is later used again by Chris in the Diorama Room of the Military Training Facility with the other two proofs to move the diorama to access the Underground Passage.


It's a key for the motor-driven shutter. The word "K-402" is written on its tag.

Airport Key

A small black-handled key with "K-402" on its tag.

Opens the shutter in the Cargo Bay in the Airport.


This seems to have been removed from a control panel.

Control Lever

A metal control lever from come sort of machine control panel.

This is the missing lever from the bridge control panel in the Bridge 2F of the Airport.


A plant pot. It appears to be an ordinary one.

Plant Pot

An ordinary clay plant pot.

Upon closer inspection of it however you'll notice that there is the Machine Room Key stuck to the underside of it.


A key used to open the door of the machine room.

Machine Room Key

A key with a blue handle.

This key is used to unlock the door to the Machine Room in the Antarctic Transport Terminal.


A heat-sensitive detonator.

Detonator

A small detonator with no explosives, which makes it is useless by itself.

Use this on the set of explosives on the locker in the Weapon Room of the Antarctic Transport Terminal.


An identification sticker used to sort the loads.

Bar Code Sticker

A small bar code sticker for identifying packages on the sorting conveyor belt.

Use this on the only remaining package on the conveyor belt in the Sorting Room of the Antarctic Transport Terminal. This will result in it being delivered to the Weapon Room.


Protect yourself from poison gas with this.

Gas Mask

A standard gas mask.

This is necessary to wear when the Machine Room inside the Antarctic Transport Terminal fills up with poisonous gas.


A key used to open the door of the mining room.

Mining Room Key

A key with a red handle.

This key is used to unlock the door to the Mining Room in the Antarctic Transport Terminal.


A tool used to open/close the valve.

Valve Handle

A simple valve handle for opening and closing valves.

This tool has no use in its current state, you need to modify it in the Tool Storeroom of the Antarctic Transport Terminal to convert it into the Octa Valve Handle.


A tool used to open/close the valve.

Octa Valve Handle

A modified valve handle that can be used on octagon shaped valves.

It is created by modifying the Valve Handle in the Tool Storeroom of the Antarctic Transport Terminal. Use this handle to close the valve in the Mining Room when the room is filled with poisonous gas. You'll need the Gas Mask in order to enter the room.


A replica gun modeled after the Luger. It has nice decoration on it. It can't be used as a weapon.

Luger Replica

A single replica of a Luger pistol.

This has no use within the game itself, however completing the game after acquiring this item will unlock Steve Burnside as a playable character in the bonus Battle Game.


A large capacity battery pack. This must be used to operate a big machine...

Battery Pack

A large battery used for powering large machinery.

This battery pack is used in the construction lift in the Garage of the Military Training Facility in order to reach the second floor balcony.


This must have been removed from a door somewhere. However, the knob is not broken.

Door Knob

A single door knob, it needs to be attached to a door.

Attach this to the door without a door knob at the top of the Lobby stairs in the Military Training Facility in order to access the west upper walkway of the Garage.


A miniature old tank is placed on the base.

Tank Object

A wooden base with a model of a tank placed on top.

You can insert this into the depression of the diorama in the Diorama Room of the Military Training Facility to reveal a hidden panel.


A key made of metal. The word "Chemical Warehouse" is on its tag.

Chemical Storage Key

A silver key with a small tag.

Use this key to open the door to the Chemical Storage Room in the Military Training Facility.


It's a chemical used to dissolve enhanced alloy. It glows at a certain temperature.

Clement Σ

A special chemical that has the ability to dissolve a certain alloy.

Combine this with the Clement α to create the chemical Clement Mixture.


It's a chemical used to dissolve enhanced alloy.

Clement α

A special chemical that has the ability to dissolve a certain alloy.

Combine this with the Clement Σ to create the chemical Clement Mixture.


Mixture of α type and Σ type. This can dissolve the enhanced alloy Diploid.

Clement Mixture

This mixture has metal dissolving properties.

This is created by combining the chemicals Clement α and Clement Σ. Once created use it on the Eagle Plate to dissolve the indigo-coloured material, leaving behind the golden Halberd.


It's an object that has been placed on the eagle plate. It's made of gold and looks like a middle-age halberd.

Halberd

A golden halberd object, the same style as that of the one seen on the Ashford Family Crest.

This is acquired by using the Clement Mixture on the Eagle Plate. Use this object on the door panel in the Jet Hangar Corridor inside the Military Training Facility to unlock the door. It is also used again to unlock the cabinet in the Office in the Antarctic Transport Terminal.


A tool used to hold documents so they don't scatter. I can't figure out the meaning of the designs on its top and bottom but this item seems to be related to Umbrella Inc.

Paper Weight

A device used for weighing down loose papers, decorated with unusual symbols.

The symbols on the sides of this elaborately designed paper weight hold significance, for they are used to solve the puzzle in Alexia's Lab inside the Antarctic Transport Terminal.


This appears to be some kind of socket. It has an octagonal hollow. It has a square projection.

Socket

A square extension for a octa-shaped handle.

After you've created the Octa Valve Handle, this socket helps restore it back to its previous square shape, creating the Square Valve Handle.


An Octa-shaped valve handle with a square socket.

Square Valve Handle

The Octa Valve Handle with a square-shaped Socket extension attached.

It gets used in the High Voltage Room of the Antarctic Transport Terminal to help restore power to the facility.


It's an activation key used to operate a crane.

Crane Key

A thin metal key with a black handle.

This key is used to operate the crane device in the frozen Sorting Room 2F in the Antarctic Transport Terminal.


It appears the jewel portion can be removed.

Alexander's Pierce

A pierce containing a green jewel, belonging to Alexander Ashford. Examine this pierce to acquire Alexander's Jewel.


A green jewel that has been attached to a pierce.

Alexander's Jewel

A small green jewel once part of Alexander's Pierce.

This item is used in on the mural at the top of the central staircase in the Main Hall of the Antarctic Transport Terminal in conjunction with Alexia's Jewel and Alfred's Jewel to open the door.


It appears to be Dragonfly's wings. It seems to be a part of something.

Wing Object

A small metal object that looks like a dragonfly wing.

You need to attach four of these to the Dragonfly Object in order to create the Gold Dragonfly.


It appears the jewel portion can be removed.

Alfred's Ring

A ring containing a blue jewel, belonging to Alfred Ashford.

Examine this ring to acquire Alfred's Jewel.


A blue jewel that has been attached to Alfred's ring.

Alfred's Jewel

A small blue jewel once part of Alfred's Ring.

This item is used in on the mural at the top of the central staircase in the Main Hall of the Antarctic Transport Terminal in conjunction with Alexia's Jewel and Alexander's Jewel to open the door.


A biohazard symbol is carved on it.

Sterile Room Key

A silver key with the biohazard symbol etched onto the handle.

This unlocks the double doors in the Main Hall which leads to the Art Room of the Antarctic Transport Terminal.


A large red ruby that appears to be a decoration.

Red Jewel

A perfectly cut gemstone shimmering a deep red.

This is used in the right eye socket of the statue of a tiger in the Art Room of the Antarctic Transport Terminal to reveal a hidden compartment.


A large blue sapphire. It could be a decoration.

Blue Jewel

A perfectly cut gemstone shimmering a dark blue.

This is used in the left eye socket of the statue of a tiger in the Art Room of the Antarctic Transport Terminal to reveal a hidden compartment.


It appears the jewel portion can be removed.

Alexia's Choker

A choker containing a red jewel, belonging to Alexia Ashford.

Examine this choker to acquire Alexia's Jewel.


It's a Red Jewel that was attached to a choker.

Alexia's Jewel

A small red jewel once part of Alexia's Choker.

This item is used in on the mural at the top of the central staircase in the Main Hall of the Antarctic Transport Terminal in conjunction with Alexander's Jewel and Alfred's Jewel to open the door.


A well-polished crystal. It contains a card inside. I could obtain the card if I crack it.

Crystal

A ball made of crystal which appears to contain a card.

Incredibly difficult to break open without a heavy weight of some sort. Just so happens that inside the Detention Center there's a crushing slab set up that falls when you approach. The trick is to set this item underneath it without it crushing you. Once smashed you can retrieve the Security Card from inside.


A card used to release the security lock.

Security Card

A blue plastic card key from the Security File.

This card key is used to get past the iron bars in the Hall of Armors of the Antarctic Transport Terminal. It gets used again to activate the self-destruct mechanism in the Reactor Core.


Something seems to be caught inside... A security card was among the files.

Security File

A file containing the Security Card.


It's a dragonfly object that is missing its wings.

Dragonfly Object

A small rod-type object that has the appearance of a dragonfly without wings.

You need to combine this with four Wing Objects in order to create the Gold Dragonfly.


A dragonfly object made of jewels and gold. All of the wings are attached.

Gold Dragonfly

A small fragile model of a dragonfly.

This is perhaps one of the most important items in the game, as it is needed to access the Reactor Core in the Antarctic Transport Terminal. It is created by attaching four Wing Objects onto the Dragonfly Object.

Recovery items

This was made by breeding the herb from Raccoon City.

Green Herb

One of three different herbs found growing in pots around Rockfort Island and the Antarctic facility.

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).


This was made by breeding the herb from Raccoon City.

Red Herb

One of three different herbs found growing in pots around Rockfort Island and the Antarctic facility.

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).


This was made by breeding the herb from Raccoon City.

Blue Herb

One of three different herbs found growing in pots around Rockfort Island and the Antarctic facility.

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


This spray fully restores your 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.


Medicine that is used to stop bleeding. It should be used on someone who is wounded.

Hemostatic

Medicine that can be given to a wounded person to stop bleeding.

If you return to the Prison Holding Cell after acquiring this medicine, you can give it to Rodrigo.


Medicine that will help against special poison.

Serum

This serum is the only medicine that can cure the poison that you can contract from the battle with Nosferatu. If Claire got poisoned during the battle, Chris fill need to fetch this for her before you can continue.


This is a mixture of two 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).


This is a mixture of one green herb and one 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).


This is a mixture of one green herb and one 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).


This is a mixture of two green herbs and one 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.


This is a mixture of three 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%.


This is a mixture of three different types of herbs.

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.