Items

Skip to:

Objects, tools and keys

With this, you can create various kinds of medicine with herbs.

Medical Set

The personal item for George. It is a small medical set allowing George to create new medicines from herbs and other ingredients.

George can create the following if you combine his medical set with the appropriate item:


A coin which Jim always keeps in his coin holder.

Coin

The personal item for Jim. It is a "lucky" coin that he carries around at all times.

This coin has unique qualities. If you are in an enemy-free zone, select the coin and Jim will flip it. The result, whether it be "heads" or "tails", will display on-screen. If it lands on "heads", Jim's rate of producing a critical hit on an enemy increases by 15%. Flipping it again on "heads" will result in another 15% being applied, and you can do this as many times as you like. However, if at any time the coin lands on "tails", the entire hit bonus will be reset back to 0%.


David's trusty tool box.

Tool Box

The personal item for David. It is a tool set containing the following tools:


You can repair broken materials by combining other items with this.

Junk Parts

A small collection of parts from various machines. They belong to David as part of his Tool Box.

These parts can be used to repair certain weapons that have become broken:


You can create unique items by combining other items with this.

Vinyl Tape

A roll of vinyl tape. It belongs to David as part of his Tool Box.

This tape can be used to fasten objects together to create new weapons. All you need to do is combine the two items together in your inventory and a piece of vinyl tape will automatically get used. The following combinations are available:


Holds up to 4 items.

Knapsack

The personal item for Yoko. An ordinary backpack used to carrying items. This allows Yoko to carry an additional four items in her inventory.


You can pick a lock using this.

Picking Tool

The personal item for Alyssa. It is a device containing a set of four lock picks; the I-Shaped Pick, the P-Shaped Pick, the S-Shaped Pick and the W-Shaped Pick.


Examine the tip of this closely and use it on a matching keyhole.

I-Shaped Pick

One of four specifically-shaped lock picks belonging to Alyssa. It comes as part of her Picking Tool.

When you encounter a locked drawer, cabinet, door or locker throughout a scenario, there is a good chance one of these picks can unlock it.


Examine the tip of this closely and use it on a matching keyhole.

P-Shaped Pick

One of four specifically-shaped lock picks belonging to Alyssa. It comes as part of her Picking Tool.

When you encounter a locked drawer, cabinet, door or locker throughout a scenario, there is a good chance one of these picks can unlock it.


Examine the tip of this closely and use it on a matching keyhole.

S-Shaped Pick

One of four specifically-shaped lock picks belonging to Alyssa. It comes as part of her Picking Tool.

When you encounter a locked drawer, cabinet, door or locker throughout a scenario, there is a good chance one of these picks can unlock it.


Examine the tip of this closely and use it on a matching keyhole.

W-Shaped Pick

One of four specifically-shaped lock picks belonging to Alyssa. It comes as part of her Picking Tool.

When you encounter a locked drawer, cabinet, door or locker throughout a scenario, there is a good chance one of these picks can unlock it.


A case for holding herbs.

Herb Case

The personal item for Cindy. It is a case specifically designed for storing and mixing herbs.

The case comes pre-loaded with two Green Herbs, two Red Herbs and two Blue Herbs. It can hold a maximum of three of each type of herb.


A key to the staff room. Employees at the bar use it.

Staff Room Key

A key with a red handle. Available within the "Outbreak" scenario.

This key unlocks the door in J's Bar leading to the Stairs Between 1F and 2F, allowing you access to the Staff Room.


A bottle with a flammable alcohol in it.

Alcohol Bottle

An ordinary glass bottle used for storing alcohol. Available within the "Outbreak" scenario and they have two uses:

  • If you explore the Owner's Room on the 2F, you will find a picture on the wall with a bottle-shaped indentation. Insert one of these bottles into the picture and the nearby desk draw will become unlocked, allowing you to get the items inside.

  • These bottles can also be used to create a weapon. Combine one of these with a Newspaper to create the Newspaper + Bottle item. Combine this with the Lighter to create a Molotov Cocktail.


A key with a red tag attached. It says "Water Tank."

Key With A Red Tag

A simple key with a red tag attached. Available within the "Decisions, Decisions" scenario.

This key unlocks the door in the Water Works Management Office leading to the Water Tank of the University B3F.


The headline reads: "STRANGE INCIDENT."

Raccoon Today

A copy of the Raccoon City newspaper. Available within the "Outbreak" scenario.

This newspaper can be used to create Molotov Cocktails. Combine this with an Alcohol Bottle to create the Newspaper + Bottle item.


A key with a blue tag attached.

Key With Blue Tag

A simple key with a blue tag attached. Available within the "Outbreak" scenario.

This key unlocks the door in the Staff Room to the staircase leading up to the Liquor Room of Js Bar.


A bottle containing alcohol. Paper has been stuffed into it.

Newspaper + Bottle

A local newspaper stuffed into the end of a bottle.

This is created by combining a copy of the Raccoon Today newspaper with an Alcohol Bottle. It has no use on its own, but if you combine it with a Lighter you can create a Molotov Cocktail.


A forklift key. You can start an engine with this.

Forklift Key

An ignition key for a forklift. Available within the "Outbreak" scenario.

Use this key to start the forklift parked at the far end of the Liquor Room in Js Bar. Once running, you can press the forklift's controls to raise the boxes up, allowing you to crawl over them and into the ventilation tunnel.


A small key with a tag attached. The tag reads "STORAGE."

Storage Room Key

A small key with a red tag attached. Available within the "Outbreak" scenario.

This key unlocks the door on Rooftop of Js Bar leading to the Storage Room.


J's BAR is inscribed on it.

Lighter

A standard flip-top lighter.

This item has several useful and important uses:



A part of the detonator. It attaches to the main unit.

Detonator Handle

A handle for a detonation. Available within the "Outbreak" scenario.

You need to combine this with the Detonator Main Unit to create the Detonator.


A part of the detonator. The handle is missing.

Detonator Main Unit

A detonation unit that is missing its handle. Available within the "Outbreak" scenario.

You need to combine this with the Detonator Handle to create the Detonator.


You can cause an explosion by connecting this to a fuse.

Detonator

A detonator for explosive charges. Available within the "Outbreak" scenario.

You need this item to complete the scenario. It is created by combing the Detonator Handle with the Detonator Main Unit. Once created, use it on the rig kit in the middle of the Main Street, next to where the dead policeman lies, and watch the fireworks.


Just an ordinary, everyday wrench. I can't use it until I thaw it out.

Frozen Wrench

A standard wrench that is completely frozen and cannot be used. Available within the "Below Freezing Point" scenario.

This item is completely useless until you thaw it out. Use it in the sink in the B6F Break Room to thaw it out and turn it into a usable Wrench.


Just an ordinary, everyday wrench.

Wrench

An ordinary wrench for loosening bolts. Available within the "Below Freezing Point" scenario.

You can use this wrench to open the maintenance hatch next to the southern door in the B6F Security Center.


A handle used to open/close valves and such. There's a small hole.

Valve Handle

A handle used for opening and closing valves. Available within the "Below Freezing Point" scenario.

This handle has two uses:
  • Use it in the B6F Security Center to open the door to the central maintenance ladder shaft.
  • Use it in the Duct (6F) to allow you to use the ladder.


A chemical in a polyethylene tank. I need to mix this with something.

UMB No.3

A chemical developed by Umbrella. Available within the "Below Freezing Point" scenario.

Combine this with the VP-017 chemical to create the V-JOLT.


A blue chemical. It seems you need to mix this with something else.

VP-017

A chemical developed by Umbrella. Available within the "Below Freezing Point" scenario.

Combine this with the UMB No.3 chemical to create the V-JOLT.


You can exterminate infected plants with this chemical.

V-JOLT

A chemical designed to destroy plant life, developed by Umbrella. Available within the "Below Freezing Point" scenario.

This is created by combining the UMB No.3 chemical with the VP-017 chemical.

It is used to destroy the vines blocking the ladder in the Duct in the Underground 7F, allowing you to climb up.


Yoko's ID card. I can unlock doors in the lab facility with this.

Lab Cardkey

A card key for Umbrella laboratory employees. Available within the "Below Freezing Point" scenario.

This unlocks the following:


A key used to activate the turn table.

Turn Table Key

A key with a yellow handle attached to a green tag. Available within the "Below Freezing Point" scenario.

This key activates the turn table in the B4F Turn Table room by using it in the control panel next to the locomotive. However, you can only use the key once the whole laboratory has been defrosted.


It's broken. It seems to be fixable.

Broken Handgun SG

A handgun that is broken and cannot be used in its current state.

If you let a Hunter attack you during the "Below Freezing Point" whilst wielding the Handgun SG, there is a high chance the creature will break the handgun and make it unusable.

If you are playing as David you can repair this weapon. Combine this with his collection of Junk Parts to restore the handgun to its working state.


It's broken. It seems to be fixable.

Broken Shotgun

A shotgun that is broken and cannot be used in its current state.

You find this weapon in its current state. However, if you are wielding a Shotgun and let a Hunter attack you during the "Below Freezing Point", there is a high chance the creature will break the weapon and make it unusable.

If you are playing as David you can repair this weapon. Combine this with his collection of Junk Parts to restore the handgun to its working state.


A small, portable burner. It has plenty of fuel left.

Blowtorch

A blowtorch commonly used for applying heat to an object. Available within the "Below Freezing Point" scenario.

You need to use this item to thaw out the control panel in the B4F Low Temperature Laboratory. Once thawed out, the control panel will be activated and the entire laboratory will start to thaw.


It contains blood for a transfusion.

Blood Pack

A plastic pouch containing blood. Traditionally used for performing a blood transfusion. Available within "The Hive" scenario.

These packs can be used to distract, or even lure, the Leech Man away from you thanks to its thirst for blood. Spill one of these packs on the ground using the "Place" command, and the Leech Man will completely ignore you and all of your partners and move to the blood spill.

Using this tactic allows you to eventually kill in the Leech Man in the Fixed Temperature Laboratory. To do so, place one of these packs in the main laboratory area of this room and wait until the Leech Man starts consuming it. Once there, move to the control panel and raise the temperature of the room. This will kill the Leech Man.


This is the diary of a male nurse at this hospital.

Male Nurse's Diary

A diary of a male nurse stationed at the Raccoon City Hosptial. Available within "The Hive" scenario.

When you pick up this item you automatically get the Male Nurse's Diary file added to your file collection. You do not need to keep this in your inventory.


This seems to be a researcher's diary.

Researcher's Diary

A diary of a researcher. Available within "The Hive" scenario.

When you pick up this item you automatically get the Researcher's Diary file added to your file collection. You do not need to keep this in your inventory.


Some reports are compiled here. It's about those creepy leeches.

Investigation Request

A report requesting an investigation into the leeches in the sewer. Available within "The Hive" scenario.

When you pick up this item you automatically get the Investigation Request file added to your file collection. You do not need to keep this in your inventory.


A card key. It says "B1F."

Card Key Level 1

A red card key for the Raccoon City Hospital. Available within "The Hive" scenario.

This unlocks the electronic door in the B1F Passage leading to the B1F South Passage of the Hospital B1F.


A card key. It says "B2F."

Card Key Level 2

A blue card key for the Raccoon City Hospital. Available within "The Hive" scenario.

This unlocks the electronic door in the B2F Passage leading to the Underpass Entrance of the Hospital B2F.


A key to a padlock.

Padlock Key

A small key on a large keyring. Available within "The Hive" scenario.

This unlocks the padlock for the chained-up boat in the Underpass Entrance of the Hospital B2F, allowing you to use the boat to escape down the tunnel.


I got this from a firefighter's body. It says "Charlie".

Charlie's ID Tag

An ID tag for one of the fire-fighters sent to control the fire at the Apple Inn Hotel. Available within the "Hellfire" scenario.

This item has no during the scenario. However, if you complete the scenario with this item in your possession, you will witness an additional cut-scene and unlock a bonus character.


I got this from a firefighter's body. It says "Len".

Len's ID Tag

An ID tag for one of the fire-fighters sent to control the fire at the Apple Inn Hotel. Available within the "Hellfire" scenario.

This item has no during the scenario. However, if you complete the scenario with this item in your possession, you will witness an additional cut-scene and unlock a bonus character.


A small battery with high output capacity.

Battery

An ordinary battery that has no use on its own.

David can use this item to create a new weapon. If he has at least one strip of Vinyl Tape left, he can combine this battery with an Iron Pipe to create the Stun Rod.


A gold relief is carved into the key handle.

Gold Key

An elegant gold key. Available within the "Hellfire" scenario.

This key unlocks the door to the Power Supply Room of the Apple Inn Hotel.


A silver relief is carved into the handle.

Silver Key

An elegant silver key. Available within the "Hellfire" scenario.

This key unlocks the door to Room 306 of the Apple Inn Hotel. When playing Very Hard mode, this key also unlocks the door to the Corridor from the Northwest Passage 1.


The Apple Inn logo is printed on it.

Security Room Card Key

A card key for the security guards at the Apple Inn Hotel. Available within the "Hellfire" scenario.

This unlocks the electronic door in the Northwest Passage 2 leading to the Security Office of the Apple Inn Hotel 2F.


I got this jewel in room 306.

Red Jewel

A red gemstone. Available within the "Hellfire" scenario.

Insert this jewel into the bust located in the north east corner of the Security Office to reveal a hidden door that leads to the 2F of the Apple Inn Front Lobby.


Glasses with brass rims. Its lenses are missing.

Brass Spectacles

A pair of brass spectacles. Available within the "Decisions, Decisions" scenario.

Place these on the bust of the President of the University in the northern section of the 2F Passage to reveal a hidden door to the Testing Passage A.


It shines with a cool blue gleam.

Blue Jewel

A blue gemstone. Available within the "Decisions, Decisions" scenario.

Place this, along with the Red Jewel, into the eye socket of the stuffed deer head behind the stairs of the Entrance Hall of the University to reveal a doorway.


It emits bright red light.

Red Jewel

A red gemstone. Available within the "Decisions, Decisions" scenario.

Place this, along with the Blue Jewel, into the eye socket of the stuffed deer head behind the stairs of the Entrance Hall of the University to reveal a doorway.


A card key. It says "Service Entrance."

Card Key

A blue card key. Available within the "Decisions, Decisions" scenario.

Unlocks the electronic door on the door leading to the Back Square from 1F Passage B of the University. The door can be unlocked from either side.


A case used for holding reagents.

Reagent Case

A reagent case used for creating a base for a serum. Available within the "Decisions, Decisions" scenario.

This case has a defect and is therefore not completely sealed. Any base that is stored within this case will eventually evaporate and become unusable. Therefore it is recommended to ignore this case and instead find and use the Sealed Reagent Case.

If you use this case on the machine in the Water Works Management Office, it will create the unsealed P-Base.


A case used for holding reagents. It can be sealed completely.

Sealed Reagent Case

A reagent case used for creating a base for a serum. Available within the "Decisions, Decisions" scenario.

This is a case that can be used to create the base for the Daylight serum. Use this on the machine in the Water Works Management Office to create the P-Base (Sealed).


A part of the "Day Light" serum. This will evaporate soon.

P-Base

A base for a serum inside a reagent case. Available within the "Decisions, Decisions" scenario.

This is created by using the Reagent Case on the machine in the Water Works Management Office.

This is one of the ingredients used to create the Daylight serum. However, because this was created within a reagent case that is not completely sealed, it will eventually evaporate and become useless. It is recommended to create the base using the Sealed Reagent Case instead.


A part of the "Day Light" serum. It's sealed and won't evaporate.

P-Base (Sealed)

A base for a serum inside a sealed reagent case. Available within the "Decisions, Decisions" scenario.

This is created by using the Sealed Reagent Case on the machine in the Water Works Management Office.

This is one of the ingredients used to create the Daylight serum. Insert it into the machine in the Laboratory, along with the V-Poison and the T-Blood.


A part of the "Day Light" serum. I got this in the emission tower.

V-Poison

A liquid generated from bee poison as a culture catalyst. Available within the "Decisions, Decisions" scenario.

This is one of the ingredients used to create the Daylight serum. Insert it into the machine in the Laboratory, along with the P-Base (Sealed) and the T-Blood.


A part of the "Day Light" serum. Found it in some monster's neck.

T-Blood

Available within the "Decisions, Decisions" scenario.

This is one of the ingredients used to create the Daylight serum. Insert it into the machine in the Laboratory, along with the P-Base (Sealed) and the V-Poison.


This supresses the emergence of the T virus.

Daylight

The "Daylight" serum that can neutralize a T-Virus infection. Available within the "Decisions, Decisions" scenario.

This is created in the Laboratory. Insert the P-Base (Sealed), the V-Poison and the T-Blood into the machine, and it will start the cultivating process. However, when you initially switch on the machine to do this, it gets remotely switched off. You need to go to the Second Hall and restore the power using the computer on the desk. After this, the machine will start automatically producing vials of "Daylight".

The serum itself has a few different uses:
  • When used on either yourself or a partner character, it will completely remove all T-Virus infection from you, essentially resetting your virus gauge to zero.
  • It can be loaded into the Ampule Shooter for the battle against Thanatos-R. All it takes is one hit with the shooter to kill Thanatos-R.
  • Finishing the scenario with one or two "Daylight" samples in your inventory will determine the outcome of the scenario.

Recovery items

An herb that grows wild in this area.

Green Herb

One of three different herbs found growing in pots in and around Raccoon City.

The most useful of the three herbs you can find. The herb by itself will restore a small amount of health, but can be enhanced by combining it with other herbs to create new medicines.



An herb that grows wild in this area.

Blue Herb

One of three different herbs found growing in pots in and around Raccoon City.

This herb can be used to neutralize the effect of any poison, making it very useful after encountering venomous enemies. It can also be combined with other herbs to create more powerful medicines.



An herb that grows wild in this area.

Red Herb

One of three different herbs found growing in pots in and around Raccoon City.

A herb that has no use on its own, but enhances the effects of other herbs when combined.



Heals your wounds completely.

First Aid Spray

A powerful medical spray that can clean and heal wounds quickly and effectively. One of these will completely restore your health. However, they do not remove the poison status, so you will still need a Blue Herb to cure this.


Heals a small amount of your wounds.

Recovery Medicine

A small pill that restores a small amount of health.

Taking one of these has a similar effect to using a Green Herb. However, you can carry multiple quantities of these items in a single inventory slot, giving them an advantage over herbs.

George can create recovery medicine by combining a Blue Herb with his Medical Set. Additionally, if you find some Recovery Medicine Base, he can combine these with his Medical Set to create recovery medicine.


Heals a big amount of your wounds.

Recovery Medicine (L)

A large pill that restores a large amount of health.

Taking one of these has a similar effect to using a Green and Red Herb Mixture. However, you can carry multiple quantities of these items in a single inventory slot, giving them an advantage over herbs.

George can create large recovery medicine by combining a Mixed Herb (B+R) with his Medical Set.


Stops bleeding.

Hemostat

A small white and red pill that can be used to stop bleeding.

If a character is inflicted the the "BLEED" status, taking one of these pills will stop the bleeding and return them to normal movement speed if possible.

George can create hemostat pills by combining Red Herbs with his Medical Set.


Purges poison from your body.

Antidote

A small green and white pill that cures poison.

This pill can be used to neutralize the effect of any poison, much like the Blue Herb.

George can create antidote pills by combining Green Herbs with his Medical Set.


Stops virus' growth for a short time.

Anti Virus

A small white pill.

When taken, this pill halts the progression of the virus gauge for a short amount of time. Given that you only have a limited amount of time before the T-Virus infects your body completely, it is advisable to take these as and when you get them to give yourself more time to complete the scenario.

George can create anti virus pills by combining either a Mixed Herb (G+B) or a Mixed Herb (G+G+B) with his Medical Set.


Stops virus' growth for a long time.

Anti Virus (L)

A large white pill.

When taken, this pill halts the progression of the virus gauge for a long duration of time. Given that you only have a limited amount of time before the T-Virus infects your body completely, it is advisable to take these as and when you get them to give yourself more time to complete the scenario.

George can create anti virus pills by combining a Mixed Herb (G+B+R) with his Medical Set.


With this, you can create a recovery medicine with a kit.

Recovery Medicine Base

The base for a creating a medicine.

You can only find these when playing as George. They cannot be used on their own, however if you combine them with his Medical Set it will create Recovery Medicine.


A mixture of 2 green herbs.

Mixed Herb (G+G)

This is a mixture of two Green Herbs.

This mixture restores a medium portion of your health.



A mixture of a green herb and a red herb.

Mixed Herb (G+R)

This is a mixture of a Green Herb and a Red Herb.

It can be combined with a Blue Herb to create Mixed Herb (G+B+R).


A mixture of a green herb and a blue herb.

Mixed Herb (G+B)

This is a mixture of a Green Herb and a Blue Herb.



A mixture of a blue herb and a red herb.

Mixed Herb (B+R)

This is a mixture of a Blue Herb and a Red Herb.



A mixture of 2 green herbs and a blue herb.

Mixed Herb (G+G+B)

This is a mixture of two Green Herbs and a Blue Herb.

This mixture restores a medium portion of your health and cures any poison status you may have.

George can combine this mixture with his Medical Set to create Anti Virus.


A mixture of 3 green herbs.

Mixed Herb (G+G+G)

This is a mixture of three Green Herbs.

This mixture restores a large portion of your health.


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

Mixed Herb (G+B+R)

This is a mixture of a Green Herb, a Blue Herb and a Red Herb.

This mixture restores a large portion of your health and cures any poison status you may have.

George can combine this mixture with his Medical Set to create Anti Virus (L).