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Objects, tools and keys

A set of tools to mix and prepare medicines.

Mixing Set

A mixing set containing the necessary tools to combine various chemicals.

This is Rebecca's default equipment, and as the chemical expert of the S.T.A.R.S. Bravo Team it is a piece of equipment suited for her talents. It becomes a necessity later on in the game when the situation requires her to mix various combinations of the Blue Chemical, the Green Chemical and the Red Chemical to create compounds such as the Stripping Agent and the Sulfuric Acid.


Using this on a typewriter will allow you to record your progress.

Ink Ribbon

A roll of typewriter ribbon.

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


The tag reads "Dining Car".

Dining Car Key

A key with a tag reading "Dining Car".

Use this key on the Train to unlock the door to the Dining Car.


The lighter appears to be out of fuel. It's useless right now.

Lighter (Empty)

An empty lighter.

This is Billy's default equipment. Unfortunately it is without fluid and therefore cannot be used until it has been refilled. If you combine this with the Lighter Fluid you get a fully functional Lighter.


The tag reads "Conductor's Office".

Conductor's Key

A key with a tag reading "Conductor's Office".

Use this key on the Train to unlock the door to the Conductor's Office.


An ice pick with a finely tapered point. It looks pretty sharp.

Ice Pick

A simple ice pick, normally used to shatter ice into smaller chunks for use with beverages.

This small tool is used in the small kitchen on the second floor of the train, use it on the keyhole to remove the blockage in order to open the door.


It appears to be locked. There are two holes that look as if they could fit some kind of round object.

Briefcase

A small leather briefcase, the lock only seems to open with two special objects.

A briefcase that belonged to the conductor of the train. The locking mechanism can be opened by using the Silver Ring and the Gold Ring.


Used to open the access panels in the floor.

Panel Opener

A device used for opening floor panels.

This is used to open the hatch inside the Dining Car of the train leading to the Freight Car.


A finely crafted gold ring.

Gold Ring

A small golden ring that looks valuable.

This, along with the Silver Ring, is the key required to open the Briefcase.


You might be able to use this as a weapon if you fill it with something...

Empty Bottle

An ordinary glass bottle.

Although these have no use on their own, if you combine them with the Gas Tank you can create yourself a miniature but effective weapon in the form of a Molotov Cocktail.


It's filled with gasoline.

Gas Tank

A plastic canister containing highly flammable gasoline.

This fuel cannot be used on its own. Instead you need to combine it with an Empty Bottle in order to create a Molotov Cocktail.


It looks like a case for holding jewelry. There is something inside.

Jewelry Box

A protective box designed for holding an item of jewelry, usually a ring.

Examine the box in order to open it. Inside you will find the Silver Ring.


A finely crafted silver ring.

Silver Ring

A small silver ring that looks valuable.

This, along with the Gold Ring, is the key required to open the Briefcase.


This keycard is used to unlock the electronic door to the lead car.

Blue Keycard

A blue plastic card key for the Train.

This card key is used to open the electronic lock to the Engine Carriage, used on the card reader next to the door in the Officer's Car.


A gun-like device used to fire grappling hooks.

Hookshot

This device that looks almost like a weapon allows you to fire a strong tethered wire capable of holding a man's weight.

You use this in order to reach places that are not accessible by ordinary means. The places where this can be used are as follows:


This keycard is used to bypass the security lock on the brakes.

Magnetic Card

A black plastic card key, with the words "Brake System and Lock Card" written on the front.

This card key is used to operate the manual brakes in the Engine Cab on the Train.


A container of lighter fluid.

Lighter Fluid

A container of lighter fluid.

You need to combine this with the Empty Lighter in order to make if a fully working Lighter.


The lighter is full of fuel.

Lighter

A standard flip-top lighter.

Once you have the Lighter Fluid in your possession, combine it with the Empty Lighter Billy is carrying to make it work.

You use the lighter in the Training Facility to light the candle next to the door in the Main Library in order to access the Small Library. It is also used in the Facility Basement to light the statues in the Statue Room in the correct order in order to open the gate.


A crank handle with a square-shaped protrusion at one end.

Crank Handle

An elegant crank handle with a golden base.

This handle is used in the Main Library of the Training Facility. It's used on the small lift in the corner to allow one of the characters to reach the third floor.


Could it be part of some sort of decoration? There's a hole in the base.

Iron Needle

A delicate metal object made out of iron.

This needle is actually a missing hand from a clock face. Use this on the clock inside the Clock Room to unlock two doors, the door to the Private Study Room and the door leading to the West Wing Corridor.


It's inscribed with a fire design.

Fire Key

A key with a hexagonal handle, etched with a fire design.

This key is used to open the doors that are etched with a fire design in the Training Facility. It opens the doors to the following locations:


Insert this film into a projector to view its contents.

Microfilm A

A microfilm for use with a projector. This film contains the image of a top-down view of the Lecture Room, and is one half of the overall Microfilm Image.

You need to insert this along with the Microfilm B into the projector in the Projection Room to trigger the nearby device to eject the MO Disk.


Insert this film into a projector to view its contents.

Microfilm B

A microfilm for use with a projector. This film contains the image of a hexadecimal series arranged in a grid pattern, and is one half of the overall Microfilm Image.

You need to insert this along with the Microfilm A into the projector in the Projection Room to trigger the nearby device to eject the MO Disk.


The label reads "Security System ver. 1.02". It's probably used to activate some sort of security system.

MO Disk

A plastic case containing an magneto-optical disk.

This disk contains the code needed to open the doors guarded by knights throughout the Training Facility. Use this disk on the podium in the Lecture Room which will return you a two digit code and light up the consoles on each of the desks in the room. Use the Microfilm Image to determine which desks the code digits refer to, and use both characters to activate the switches of these desks one after the other in quick succession. This will unlock the doors to the following locations:


An elegantly-bound book entitled "GOOD". It seems unusually heavy for a book of its thickness...

Book of Good

A large hardback book with a green cover, titled "Good".

If you examine the pages of this book, you'll find the Angel Wings inside.


White stone shaped like a pair of wings.

Angel Wings

A pair of small white angel wings carved from stone.

You need to combine these with the White Statue to create the Statue of Good.


A stone statue in the shape of a woman.

White Statue

A white statue of a woman's torso made from stone.

You need to combine this with the Angel Wings to create the Statue of Good.


A statue in the shape of an angel.

Statue of Good

A white statue of an Angel, representing good.

You create this by combining the White Statue with the Angel Wings. Once you have the completed statue, place it on the Scales of Justice in the Training Facility's Main Hall, along with the Statue of Evil, to open a secret entrance to the Facility Basement.


An elegantly-bound book entitled "EVIL". It seems unusually heavy for a book of its thickness...

Book of Evil

A large hardback book with a dark green cover, titled "Evil".

If you examine the pages of this book, you'll find the Black Wing inside.


Black stone shaped like a wing. It looks like one of a pair.

Black Wing

A single black bat-like wing carved from stone.

You need to combine this with the Black Statue to create the Statue of Evil.


A stone statue with a single eerie-looking wing on its back. There is a small hole in the back.

Black Statue

A small black statue with a single wing, carved from stone.

You need to combine this with the Black Wing to create the Statue of Evil.


A statue in the shape of a demon.

Statue of Evil

A black statue of a winged demon, representing evil.

You create this by combining the Black Statue with the Black Wing. Once you have the completed statue, place it on the Scales of Justice in the Training Facility's Main Hall, along with the Statue of Good, to open a secret entrance to the Facility Basement.


It's inscribed with a water design.

Water Key

A key with a hexagonal handle, etched with a water design.

This key is used to open the single door that is etched with a water design in the Training Facility. It opens the doors to the Narrow Corridor A.


It's locked via a combination lock. Looking closely, you notice the numbers "385" written on the cover.

Duralumin Case

A metal case with a simple lock.

When you find this case it is locked. You need to use the Locker Key to open it up. Inside the case are the Handgun Parts.


It appears to be the key to a locker.

Locker Key

A small key with a red-orange handle.

This key is designed to open the locker in the Training Room of the Facility Basement.


This tool will allow you to operate the vise.

Vise Handle

This is a handle for a large vise.

You need this to release the Obedience Tablet from the vise in the Training Facility.


A standard-type battery. It can be used in a battery case of the same type.

Battery

A standard battery.

This battery is used to power the lift that's outside the main entrance of the Training Facility.


A tablet depicting a priest. The word "Discipline" is inscribed.

Discipline Tablet

One of three tablets with an emblem and word engraved. This one is labelled with "Discipline".

Use this tablet in combination with the Obedience Tablet and the Unity Tablet on the control panel within the Observatory Tower to lower the entire structure from the third floor to the first floor.


A tablet depicting a slave. The word "Obedience" is inscribed.

Obedience Tablet

One of three tablets with an emblem and word engraved. This one is labelled with "Obedience".

Use this tablet in combination with the Discipline Tablet and the Unity Tablet on the control panel within the Observatory Tower to lower the entire structure from the third floor to the first floor.


A tablet depicting a knight. The word "Unity" is inscribed.

Unity Tablet

One of three tablets with an emblem and word engraved. This one is labelled with "Unity".

Use this tablet in combination with the Discipline Tablet and the Obedience Tablet on the control panel within the Observatory Tower to lower the entire structure from the third floor to the first floor.


The container is filled with a blue chemical. It doesn't appear to be useful by itself.

Blue Chemical

An unknown blue chemical that appears to have no use on its own.

Although it has no use by itself, combine it with the Red Chemical to create the Sulfuric Acid.


The container is filled with a green chemical. It appears to have neutralizing effect on poisons.

Green Chemical

An unknown green chemical.

If you consume the chemical by itself, it will cure poison, making it essentially act like a Blue Herb. However, if you combine it with the Red Chemical, you can create the Stripping Agent used to obtain the Blue Leech Charm from its container.


The container is filled with a red chemical. It doesn't appear to be useful by itself.

Red Chemical

An unknown red chemical that appears to have no use on its own.

This chemical appears to have no use by itself, however, if you combine it with the Green Chemical, you can create the Stripping Agent used to obtain the Blue Leech Charm from its container.

You can also combine it with the Blue Chemical to create the Sulfuric Acid.


A key engraved with the visage of a hideous monster.

Breeding Room Key

A key with a face of a monster etched upon it.

This key opens the door to the Breeding Room in the Laboratory.


A small tank containing a chemical agent that can be used to sterilize rooms contaminated by a virus.

Sterilizing Agent

An agent used for sterilizing contaminated chambers.

There is an experiment chamber inside the Leech Laboratory filled with a deadly toxic gas, making it impossible to enter. Use this agent on the valve on the outside of the chamber to vent the gas from it and to sterilize it, making it safe to enter.


A stripping agent used to dissolve the bond of certain types of materials.

Stripping Agent

A chemical agent capable of weakening the grip of certain materials.

This is created by combining the Red Chemical and the Green Chemical together using Rebecca's Mixing Set. Once created, use it on the Leech Capsule to dissolve the seal, thus allowing you to acquire the Blue Leech Charm from inside.


The capsule appears to contain a specimen of a leech. The lid won't budge. Maybe it's sealed with some kind of special material.

Leech Capsule

One of Dr James Marcus' capsules for holding his leech specimens, however this one doesn't contain a real leech.

The seal of this container is stuck, making it impossible to reach the contents of it. However you can dissolve the seal using the Stripping Agent in order to acquire the Blue Leech Charm from inside.


A blue sculpture specially shaped in the form of a leech.

Blue Leech Charm

A unique leech-shaped charm made from a blue translucent material.

Inside the Laboratory, place this into the indentation on the locked door at the end of the Elevator Passage to access Marcus's Study.


A green sculpture specially shaped in the form of a leech.

Green Leech Charm

A unique leech-shaped charm made from a green translucent material.

Inside the Laboratory, place this into the indentation on the locked door inside the Operating Room to access the Morgue.


It looks like an ordinary dial similar to those found of safes...

Dial

A dial used to open a combination lock.

Use this on the locked white door in the Elevator Passage of the Laboratory B2. You then need to enter the pass code using the dial as the input mechanism, which based on reading the file Leech Growth Records is "4863". Once entered the door will unlock allowing you to access the Machine Room 1F.


Necessary to get the Cable Car moving again.

Input Regulator Coil

One of two regulator coils needed to provide power to the cable car control panel.

Use this regulator along with the Output Regulator Coil inside the Machine Room 2F control room. Once both have been set in place and activated the cable car will become available for use.


Necessary to get the Cable Car moving again.

Output Regulator Coil

One of two regulator coils needed to provide power to the cable car control panel.

Use this regulator along with the Input Regulator Coil inside the Machine Room 2F control room. Once both have been set in place and activated the cable car will become available for use.


A key necessary to get the elevator running again.

Elevator Key

A metal key with a black handle.

This key is necessary to restore power to the Elevator on the Turntable Platform. Use it on the panel next to the elevator doors in the Factory B4.


The tag reads "U".

Up Key

A small key with a tag that reads "Up".

This key is used in the Turntable Control Room to recall the giant lift back to the surface.


A tool used for turning things with high torque.

Handle

A circular handle used for opening a door with a square hole.

This handle is used in the 'L' Corridor of the Treatment Plant to open the door without a handle.


The board is inlaid with various microchips. It needs to be inserted into a computer.

Motherboard

A computer motherboard in a protective plastic case.

You need this to activate the gondola, attach it to the control disc in the Cargo Control Room.


A hi-powered battery used to supply electricity to hi-powered machinary. It looks like it hasn't been used for a long time - all the fluid is gone.

Empty Battery

An empty shell of a battery, it has no use on its own.

The battery needs fluid before it can be used. Once you have the Battery Fluid, you can combine it with this to create a fully working Hi-Power Battery.


A highly concentrated sulfuric acid solution. It's not strong enough to be used as a weapon, though.

Sulfuric Acid

A solution of sulfuric acid which has no use on its own.

This is created by combining the Blue Chemical and the Red Chemical together using Rebecca's Mixing Set. You can then combine this with the Industrial Water to create the Battery Fluid.


Water that's been treated to remove impurities.

Industrial Water

A small container of water, it's had treatment chemicals added to it.

Combine this water sample with the Sulfuric Acid to create the Battery Fluid.


This diluted sulfuric acid solution is suitible for use as battery fluid.

Battery Fluid

Diluted sulfuric acid that's the right mixture for battery fluid.

This is created by combining the Sulfuric Acid with the Industrial Water. This can then be combined with the Empty Battery to create the Hi-Power Battery.


A hi-powered battery used to supply electricity to hi-powered machinary. It's been filled with battery fluid.

Hi-Power Battery

A large battery that's been filled with battery fluid, used for powering high-powered machinery.

This battery is used to power the forklift in the Maintenance Area of the Treatment Plant in order to acquire the card key from the rocky ledge. The battery is acquired by combining the Battery Fluid with the Empty Battery.


This keycard looks similar to those used by Umbrella employees.

Keycard

A red card key with the word "Incinerator" written on it.

Use this card key on the card reader to open the door to the Fenced Area in the Engine Room in the Treatment Plant.


A uniquely-shaped key. A small letter "L" has been engraved into the gold plating.

Shaft Key (L)

An interesting key that looks important.

This key is used in conjunction with the Shaft Key (R) to open the double doors in the Incinerator to the Storage in the Treatment Plant.


A uniquely-shaped key. A small letter "R" has been engraved into the silver plating.

Shaft Key (R)

An interesting key that looks important.

This key is used in conjunction with the Shaft Key (L) to open the double doors in the Incinerator to the Storage in the Treatment Plant.


Used to open the train closet.

Closet Key

A simple bronze key used for opening a closet.

This is earned by completing the game on either Normal or Hard mode. This key is used to open the locked closet inside Cabin 101 on the Train, allowing your character to change their outfit.

Recovery items

An herb native to this area. It can be used to recover health.

Green Herb

One of three different herbs found growing in pots around the Training Facility 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 Herbal Mix (G+G) which will double its potency. It can also be combined with the Blue Herb to create the Herbal Mix (G+B) or combined with the Red Herb to create Herbal Mix (G+R).


An herb native to this area. It can be combined with other herbs to increase their potency.

Red Herb

One of three different herbs found growing in pots around the Training Facility and surrounding area.

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


An herb native to this area. It can be used to cure poison.

Blue Herb

One of three different herbs found growing in pots around the Training Facility 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. It can be used on its own, or combined with a Green Herb to increase its healing effect.


Used to fully restore health.

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 compound created by combining 2 green herbs.

Herbal Mix (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 Herbal Mix (G+G+G) to increase its healing potency further, or it can be combined with a Blue Herb to create the Herbal Mix (G+G+B).


A compound created by combining a green herb with a red herb.

Herbal Mix (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 Herbal Mix (G+R+B).


A compound created by combining a green herb with a blue herb.

Herbal Mix (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 Herbal Mix (G+G+B) or combined with a Red Herb to create the Herbal Mix (G+R+B).


A compound created by combining 2 green herbs with a blue herb.

Herbal Mix (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 compound created by combining 3 green herbs.

Herbal Mix (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 compound created by combining a green herb, a red herb, and a blue herb.

Herbal Mix (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.