Items

Skip to:

Objects, tools and keys

This is a key that looks like it could easily break apart.

Rusted Key

A key that is so brittle with rust, it will break after being used.

This key, used in the Small Alleyway, can open the doors to the following places:


It appears to be a key for a chapel.

Chapel Key

A simple bronze key with an elegant handle.

It is used in the Chapel to unlock the door to the Church Corridor.


It appears to be the winder for a clock.

Clock Winder

A tool for winding up a large old-fashioned clock.

This is used on the grandfather clock at the end of the Church Corridor to reveal a staircase down to the Church B1.


It appears to be a key for the rear entrance of the church.

Church's Rear Key

A silver key attached to a plastic tag.

It is used in the Church Corridor to unlock the door to the South Street.


The word "Umbrella" is written on the case of this film.

35mm Film

A roll of film for use with a large projector.

This is used in the Projection Room of the Movie Theatre. Insert it into the projector and it will automatically start playing. The light given off by the projector will reveal the location of an additional item in the Screen Room.


This could be used to open a manhole.

Manhole Opener

A crowbar that can be used for opening manholes.

Depending on which route you take through the streets, this item is found and will be used in one of three places:


It appears to be a key to open the hall entrance of a restaurant.

Manager's Key

A large silver key that once belonged to the manager of the Restaurant.

It is used in the Kitchen to unlock the door to the Dining Room.


This is a strong rope that could be used for mounting climbing

Rope

A length of rope strong enough to hold the weight of a man.

Depending on which route you take from the Prison, this item will be used in one of two places:
  • If you choose to leave the prison via the basement you will need to use the rope in the ventilation shaft in the Moth Nest.
  • If you choose to leave the prison via the Lookout Tower you will use the rope in order to abseil down to the city area below.


This is a key for the entrance of a theater.

Theater Key

A simple key on a large ring.

It is used in the Reception area to unlock the door to the South Street.


This key is cracked and could break at anytime.

Cracked Key

A key that has almost fallen apart. It has only one more use left in it.

This key, used in the North Street, can open the doors to the following places:


This is a key to access the underground of the amusement park.

Arcade Key

A large silver key.

It is used in the Arcade to unlock the door to the EntrepĂ´t Reception.


This is a key to open the door of the medicine room.

Medicine Room Key

A small simple key with an attached name-tag.

It is used in the Stairway Passage to unlock the door to the Medicine Room.


This is a key for the entrance of a prison cell.

Prison Cell Key

A large golden key that belonged to the warden of the Prison.

It is used in the Reception to unlock the door to the Imprisonment Area.


This is a specially designed card key for a club member.

Club Hall Key

A V.I.P. card key for the Club House.

This card key is used in the Gig Room to unlock the door labelled "EXIT" leading to the Umbrella Building Courtyard.


This is a card key that can be inserted into a card reader. The word "Vincent" is written on it.

Card Key

A plastic card key belonging to Vincent for use within the Umbrella Headquarters.

This card key is used in Elevator Corridor A to gain access to the Control Room.


This is an activation disk for the power reactor.

Activation Disk

A disk in a plastic case.

This disk is used to restore the power to the Production Plant. Once you have acquired it, insert it into the console at the end of the walkway in the Power Reactor.


This is an ID card of a researcher. You can insert it into a card reader at the factory.

ID Card

A red card key with the Umbrella logo printed on it. It belonged to one of the researchers of the Production Plant.

This card key is used in the Central Corridor to activate the elevator to the 3rd floor.


This is a master key for the factory.

Master Key

An important looking key.

This is used in the Main Control Room to unlock the door to the Emergency Tunnel.

Recovery items

This is an herb that can be used to heal wounds.

Green Herb

One of three different herbs found growing in pots around the island.

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 Herbs (G+R).


This is an herb that can enhance the effects of other herbs.

Red Herb

One of three different herbs found growing in pots around the island.

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 is an herb that can detoxify poisons.

Blue Herb

One of three different herbs found growing in pots around the island.

This herb can be used to neutralize the effect of (almost) 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.

It's worth noting however that this herb cannot cure the poison from Yawn's venom. You need to use the Serum to neutralize that type of poison.


This spray will fully recover 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.


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 a green herb and a 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 cure the poison status. Combine this with a Blue Herb to create the Mixed Herb (G+R+B).


This is a mixture of a green herb and a 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 a 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 a green herb, a red herb, and a blue 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.