Items

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Objects, tools and keys

It's used with a typewriter.

Ink Ribbon

A roll of typewriter ribbon.

You can use these on a Typewriter to save your progress.


A desk key.

Desk Key

A small silver key, standard size to fit a desk draw lock.

These small keys are only found during Chris's game. Each one opens a desk draw in the following locations:

Jill can use her lockpick to open these draws.


A carving of a sword.

Sword Key

A large gold key with a carving of a sword on one side. It is one of four knight-themed keys you acquire, and opens several doors within the Spencer Mansion.

This key is exclusive to Chris and doesn't appear whilst playing as Jill. It opens the doors to enter the following locations (Jill can use lockpick to open these doors):


A chemical to kill the weeds.

Herbicide

A sack of strong weed killer.

Apply this bag of chemicals to the water pump in the Greenhouse in order to kill the Monster Plant in the fountain.


A carving of armor.

Armor Key

A large silver key with a carving of armor on one side. It is one of four knight-themed keys you acquire, and opens several doors within the Spencer Mansion.

Opens the doors to enter the following locations:


It's too dangerous to fire! Does it have another use?

Broken Shotgun

An old shotgun that has seen better days.

It may appear useless at first, but use this to replace the fully functional Shotgun in the Living Room when playing as Chris. If you do not then you will not be able to escape from the Trap Room.

When playing as Jill you can avoid this little quest as under certain circumstances you are rescued from the Trap Room by Barry.


It's shining beautifully.

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 Tiger Statue Room to reveal a hidden compartment.


Some fluid is left.

Lighter

A standard flip-top lighter.

Used to light the candles in the Small Dining Room so you can see better, allowing you to explore the shelves inside the back area of the room behind the bookcase.

Also, if you use it to light the fire in the Lesson Room Entry you will reveal the Map of the Second Floor in the picture frame above the fireplace.


The title is "Moonlight Sonata".

Music Notes

Beethoven's Moonlight Sonata.

Use these music notes on the piano in the Bar to open a secret passage.


There's a scratch, someone may have used it.

Emblem

A large wooden emblem with a gold family crest pattern on the front.

Used to replace the Gold Emblem in the hidden passageway of the Bar so you don't get trapped inside.


There's a scratch, someone may have used it.

Gold Emblem

A large golden emblem with a family crest pattern on the front.

When you have this in your possession, use in the slot above the fireplace in the Dining Room where the original wooden Emblem once was to reveal a hidden compartment behind the Grandfather Clock.


A carving of a shield.

Shield Key

A large bronze key with a carving of a shield on one side. It is one of four knight-themed keys you acquire, and opens just one door within the Spencer Mansion, namely the door leading to the Attic.


It represents wind.

Wind Crest

One of four copper crests, this one is engraved with a symbol that represents wind.

Used in conjunction with the three other crests on the plaque in the Roofed Passage to open the door.


A carving of the star.

Star Crest

One of four copper crests, this one is engraved with a symbol of a star.

Used in conjunction with the three other crests on the plaque in the Roofed Passage to open the door.


A carving of the sun.

Sun Crest

One of four copper crests, this one is engraved with a symbol of the sun.

Used in conjunction with the three other crests on the plaque in the Roofed Passage to open the door.


A carving of the moon.

Moon Crest

One of four copper crests, this one is engraved with a symbol of the moon.

Used in conjunction with the three other crests on the plaque in the Roofed Passage to open the door.


Nothing important.

Moon Crest (left piece)

The left piece of a crest that has been split in half.

Combine this with the Moon Crest (right piece) to create the whole Moon Crest.


Nothing important.

Moon Crest (right piece)

The right piece of a crest that has been split in half.

Combine this with the Moon Crest (left piece) to create the whole Moon Crest.


The end is square-shaped.

Square Crank

An old crank with a wooden handle, the end is square shaped.

Used on a square shaped hole on a column next to the pool in the Water Gate area to raise or lower the floodgate, thus controlling the waterfall in the Falls area of the courtyard.


All pages are blank. What's it for...?

Blank Book

A large red book with all the pages blank.

This doesn't appear to have a purpose until you've acquired the "V-JOLT" Report. Then it can be used to complete the row of red books in Room 003 which will reveal a hidden doorway behind the bookcase.


The number 002 is engraved.

002 Key

A small gold key with the numbers 002 engraved on one side.

It opens the door to Room 002.


The key for the Control Room.

Control Room Key

A small silver key with a black plastic handle.

Used to open the door to the Control Room in the Guardhouse Basement.


The number 003 is engraved.

003 Key

A small silver key with the numbers 003 engraved on one side.

Opens the door to Room 003.


A glass bottle to put chemicals in.

Empty Bottle

An empty glass bottle, used for holding various chemicals and liquids.

These bottles are used during the process of making the V-JOLT. You can fill these containers with either Water or the chemicals UMB No.2 or UMB No.4. You can then combine the bottles together to create various different chemicals.


There's water in the bottle.

Water

Normal tap water.

One of the ingredients used to create the V-JOLT, this has the chemical value of 1. Combine this with the chemical UMB No.2 to create NP-003.


This is needed to generate V-JOLT.

UMB No.2

A red liquid.

One of many chemicals used to create the V-JOLT, this has the chemical value of 2. Combine this with the chemical UMB No.4 to create Yellow-6. You can also combine it with Water to create NP-003.


This is needed to generate V-JOLT.

UMB No.4

A green liquid.

One of many chemicals used to create the V-JOLT, this has the chemical value of 4. Combine this with the chemical UMB No.2 to create Yellow-6.


This is not the chemical I need.

NP-003

A purple liquid.

One of many chemicals used to create the V-JOLT, this has the chemical value of 3. This is created by combining the chemical UMB No.2 with Water. Combine this with UMB No.4 to create UMB No.7.


This is not the chemical I need.

Yellow-6

A yellow liquid.

One of many chemicals used to create the V-JOLT, this has the chemical value of 6. This is created by combining the chemicals UMB No.2 and UMB No.4. Combine this with UMB No.7 to create UMB No.13.


This is not the chemical I need.

UMB No.7

A white liquid.

One of many chemicals used to create the V-JOLT, this has the chemical value of 7. This is created by combining the chemicals NP-003 and UMB No.4. Combine this with Yellow-6 to create UMB No.13.


This is not the chemical I need.

UMB No.13

A blue liquid.

One of many chemicals used to create the V-JOLT, this has the chemical value of 13. This is created by combining the chemicals Yellow-6 and UMB No.7. Combine this with NP-003 to create the V-JOLT.


Now I can destroy that Ivy Monster.

V-JOLT

A brown liquid with acidic properties.

Use this on the roots of Plant 42 in the Plant Roots Room to weaken the plant significantly. This is created by combining the chemicals UMB No.13 and NP-003.

In Chris's scenario, it is sometimes mandatory for you to create this in the role of Rebecca in order to release Chris from the death grip the plant has on him.


A carving of a helmet.

Helmet Key

A large silver key with a carving of a helmet on one side. It is one of four knight-themed keys you acquire, and opens several doors throughout the Spencer Mansion.

Opens the doors to enter the following locations:


It's shining beautifully.

Red Jewel

A perfectly cut gemstone shimmering a bright red.

Use this in the right eye socket of the statue of a tiger in the Tiger Statue Room to reveal a hidden compartment.


Now I can move the elevator.

Battery

A large battery, big enough to power an elevator.

You use this battery to power the elevator in the Falls area of the Courtyard, enabling you to access the area under the waterfall once the water flow has been stopped.

Later on you acquire another battery to restore power to the elevator in the Emergency Tunnel of the Underground Laboratory to reach the Heliport.


There was a medal in the book.

Doom Book 1

A thick heavy book coated in red with the wording 'Eagle of East, Wolf of West' printed on the front.

Examine the pages of this book to reveal a hidden compartment containing the Eagle Medal.


A medal from the first doom book.

Eagle Medal

A round gold-plated medal engraved with an eagle.

Place this inside the indentation on the east side of the Fountain along with the Wolf Medal to reveal the entrance to the Underground Laboratory.


Its end is hex.-shaped.

Hex Crank

An old crank with a wooden handle, the end is hexagonal shaped.

Used on a hexagonal shaped hole in the following locations in the Underground area of the Courtyard:


There was a medal in the book.

Doom Book 2

A thick heavy book coated in blue with the wording 'Eagle of East, Wolf of West' printed on the front.

Examine the pages of this book to reveal a hidden compartment containing the Wolf Medal.


A medal from the second doom book.

Wolf Medal

A round silver-plated medal engraved with a wolf.

Place this inside the indentation on the east side of the Fountain along with the Eagle Medal to reveal the entrance to the Underground Laboratory.


It seems to be a startup disk.

MO Disk

A thin plastic case containing an magneto-optical disk.

Inside the Underground Laboratory there are three MO Disk Terminal. If you use an MO Disk on these terminals you will acquire a pass code for releasing the security lock to access the prison area.


It seems to be some kind of research report.

Slides

A set of research slides.

Use these slides on the slide projector in the Visual Data Room to show some interesting images of the various B.O.W.'s being developed at the Arklay facility.


A strange mark is carved here.

Power Room Key

A silver key with a gold electric symbol printed on the handle.

Opens the door to the Elevator Entry in the Underground Laboratory.


It's specially coated and looks important.

Master Key

If you acquire this key then it means the self-destruct system has not been activated. If this is the case then you need this key to open the doors to the Cell and the Heliport Emergency Tunnel in the Underground Laboratory.


I can signal Brad with this.

Flare

A standard signal flare.

Once you have this, place it anywhere on the Heliport to signal Brad in the helicopter to escape the mansion.


There must be a closet somewhere.

Closet Key

A large silver key that resembles a closet key.

Opens the secret Wardrobe Closet room, allowing your character to change his clothes.

Recovery items

It's a local herb.

Green Herb

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


It's a local herb.

Red Herb

One of three different herbs found growing in pots around the Mansion 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 Herbs (G+R).


It's a local herb.

Blue Herb

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

This herb can be used to neutralize the effect of (almost) any poison, making it very useful after encountering venomous enemies such as Adders and Plant 42. 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.


I can heal any wound with this.

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.


Only one dose is left.

Serum

A bottle of serum containing the necessary antibodies to fight venomous snake bites.

Fetch this to use on Richard in the Pillar Passage in an attempt to neutralize the venom in his bloodstream. If you're playing as Chris and you find yourself getting poisoned by Yawn, you will need to control Rebecca to fetch this to heal him after he collapses in the Attic Entry.


It's a mixture of 2 green herbs.

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


It's a mixture of green and red herbs.

Mixed Herbs (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 Herbs (G+R+B).


It's a mixture of green and blue herbs.

Mixed Herbs (G+B)

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

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


It's a mixture of 2 green herbs and blue herb.

Mixed Herbs (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.


It's a mixture of 3 green herbs.

Mixed Herbs (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%.


It's a mixture of green, blue and red herbs.

Mixed Herbs (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.