
General Use
Green Herb
The tasty green herb is the basic unit of currency when it comes to healing. There are many of them scattered throughout the mansion complex, but they are still finite; be frugal. They recover a little health, often enough to reach the next stage (red to orange, orange to yellow, yellow to green). Mixing together up to three herbs offers cumulative recovery with only one inventory slot.
Red Herb
The red herb is useless on its own, but may be mixed with a green herb to triple its healing powers. Thus, Green + Red is equivalent to Green + Green + Green.
Blue Herb
The blue herb is an antitoxin. It may be used alone to cure poison, or mixed with other herbs to add its effects.
Ink Ribbon
Ink ribbons are your lifeline. They may be used with a typewriter to record your story and save the game. But, like anything else, they are in limited supply. They are often found in groups of three (they are stackable) next to typewriters.
Key Items
Lockpick
Jill, the "Master of Unlocking," receives these from Barry shortly after entering the mansion. She carries them with her always, not taking up a space in her inventory. They allow her to unlock desk drawers and mansion doors that would normally require the Sword Key.
Desk Key
These may be found by Chris and used to unlock various desk drawers dotted around the complex. None are essential, but they may provide additional ammunition or other supplies.
Sword Key
Chris, lacking the lockpicks, requires this key to access rooms early on in his quest. It may be found on the bed of the 1F west medical room. Examine the back of the handle to find the embossed sword.
Shield Key
The shield key allows access to the mansion's attic, wherein lurks one of its more mobile surprises. The key may be found in the dining hall, behind the grandfather clock. Place the gold emblem in the recess to move it.
Armor Key
A number of the mansion's doors are unlocked with this key, providing access to many of the complex's more important rooms. It may be found in the conservatory, obstructed by a mutated plant.
Helmet Key
Some areas of the mansion are initially off-limits, blocked by doors marked with a helmet. The key to unlocking them will not be found until much later, guarded by Plant 42 in the dormitory.
Star Crest
One of the four crests required to open the mansion's back door. This one may be found behind a painting in the gallery, after pressing the buttons to follow the march of time.
Wind Crest
One of the four crests required to open the mansion's back door. This one is in the small room with the revolving tiger statue, which turns to reveal it on inserting the blue eye.
Sun Crest
One of the four crests required to open the mansion's back door. This one is in a glass panel in a room filled with statues, and can only be accessed after circumventing the poison gas trap.
Moon Crest
One of the four crests required to open the mansion's back door. This crest is guarded by the giant snake in the attic.
Emblem
This wooden crest may be found in a recess in the dining hall. Exchange it with the gold emblem to reveal one of the mansion's keys.
Gold Emblem
A golden version of the dining hall's emblem, concealed in a secret passageway in the music room. Taking it causes the door to shut, so it must be replaced with the wooden one in order to leave.
Blue Jewel
One of the eyes of the tiger statue, removed and placed in the hands of the figure above the dining hall. Return it to its rightful place to receive a crest.
Red Jewel
The other of the tiger's eyes, revealing a powerful handgun when used. It is currently in the head of a mounted animal in the hunting room.
Broken Shotgun
This weapon has long outlived its intended purpose, and cannot be fired. However, if placed on the rack after taking the functional shotgun, it will disable the ceiling trap in the adjacent room. Failure to do this will result in the end of Chris, and possibly Jill too.
Music Notes
Sheet music for the Moonlight Sonata, found on a shelf in the music room. If played on the piano by either Jill or Rebecca, the wall will open to reveal a secret passageway.
Chemical
Examine the bag, found in the east safe room, to find that it is a herbicide. It may be used on the watering system in the conservatory in order to kill the infected plant.
Lighter
This lighter, from a shelf in the bedroom, may be used to light the candle near the attic (to reveal ammo) or the fireplace on the second floor (to obtain a map).
(Square) Crank
Just before leaving the mansion, this square-ended crank may be found on a shelf in the shed. It can be used to open and close the sluice gates in the garden, and is safely discardable afterwards.
C. Room Key
This is the key to the dormitory's basement control room. It is found at the bottom of the murky bathtub in room 001.
002 Key
This key unlocks room 002 in the dormitory, and may be found near the hornet nest in the large open area. Be sure to run, as collecting it will disturb the insects.
003 Key
Unlocks room 003 in the dormitory. This key lies in the storage room in the dorm's flooded basement, which must be unlocked from the adjacent room.
Red Book
This unusual book is entirely empty; there's nothing printed on the pages. It must be moved from room 001 to the shelf in room 003 in order to open the door to Plant 42.
Empty Bottle
These are found in the dormitory's chemical room, and may optionally be used to mix chemicals in order to create V-Jolt and weaken Plant 42. Chris, however, cannot do this.
Water
One of the chemicals used to create V-Jolt in the chemical room. If mixed with UMB No. 2, it creates NP-003.
UMB No. 2
One of the chemicals used to create V-Jolt in the chemical room. It creates NP-003 if mixed with water, or Yellow-6 if mixed with UMB No. 4.
NP-003
One of the chemicals used to create V-Jolt in the chemical room. It creates the chemical if mixed with UMB No. 13, or UMB No. 7 if mixed with UMB No. 4.
UMB No. 4
One of the chemicals used to create V-Jolt in the chemical room. It creates UMB No. 7 if mixed with NP-003, or Yellow-6 if mixed with UMB No. 2.
Yellow-6
One of the chemicals used to create V-Jolt in the chemical room. If mixed with UMB No. 7, it forms UMB No. 13.
UMB No. 7
One of the chemicals used to create V-Jolt in the chemical room. It creates UMB No. 13 if mixed with Yellow-6.
UMB No. 13
One of the chemicals used to create V-Jolt in the chemical room. It creates the chemical when mixed with NP-003.
V-Jolt
A potent chemical which may be applied to Plant 42's roots in order to weaken it. It must be manually mixed by either Jill or Rebecca.
Battery
One battery must be placed in the recess in the courtyard in order to activate the lift. This one may be found in a room accessible from the mansion's lift.
A second battery is required to open the emergency exit door to the helipad, and is conveniently lying on the floor right next to it.
Doom Book 1
"Eagle of East, Wolf of West" is the title. Inside this book, found in the study of the mansion, is hidden the eagle medal.
Eagle Medal
This medal, when placed in the courtyard pool with its partner, will drain it to reveal a lift to the secret lab.
Doom Book 2
"Eagle of East, Wolf of West" is the title. Inside this book, found in a hidden room in the subterranean tunnels, is the wolf medal.
Wolf Medal
This medal, when placed in the courtyard pool with its partner, will drain it to reveal a lift to the secret lab.
(Hex) Crank
The second crank is both found and used in the underground tunnels in order to perform a variety of actions. After leaving, it is no longer required.
Slides
This picture reel may be found in the computer room of the secret laboratory. If put in the projector in the AV room, you may see information on Umbrella's experiments.
P. Room Key
This key provides access to the important parts of the lab, including the power room. It is hidden behind a pillar in the AV room, which may be moved by pressing another hidden switch.
MO Disk
There are three such disks which must be found and used on the three printers in the lab in order to obtain the passcodes. They are located as follows:
- Mansion library, behind a bookcase moved by pushing a bust onto a pressure plate.
- Subterranean tunnels, behind one of the rolling boulders.
- Laboratory, on the desk near the AV room.
Flare
Used to signal Brad from the helipad, which (conveniently enough) is where it is found.
