| Pic
of Item |
Location
and Function of Item |
 |
002
Key: Underneath the giant beehive in
the well-named Beehive Passage. This
key opens the Room 002 door off the Center
Passage. |
 |
003
Key: On the shelves of the Arms Storehouse,
in the basement of the Guardhouse. This
key opens the Room 003 door off the Beehive
Passage. |
|
1st
Floor Map: Inside the pot of the statue
in the Gallery. This provides you with
a complete view of the first floor of the
Mansion. |
|
2nd
Floor Map: In the Lesson Room Entry,
above the fireplace. Use the Lighter
to reveal it. This provides you with
a complete view of the second floor of the
Mansion. |
 |
Armor
Key: In the Greenhouse room behind that
annoying plant. This key opens the doors
of the Mansion with armor carved into them. |
 |
Acid
Rounds: All over the place. Ammo
for the Bazooka. |
 |
Battery:
There are two Batteries in the game: in the
Shed and in the Heliport Passage. Use
the first Battery at the falls in the Courtyard
to activate the elevator. Use the second
Battery to activate the elevator to the Heliport. |
|
Bazooka:
(Jill) On the Terrace. Sometimes, Barry
Burton is there to hand it over; sometimes,
you have to take the Bazooka from the corpse
of S.T.A.R.S. member Forest. Ammo for
the Bazooka is rare, so use the Shotgun or
Colt Python to kill Zombies, saving the Bazooka
for the tougher enemies. |
|
Beretta:
(Chris)On the floor of the Hall after you
investigate the gunshot from the Tea Room.
(Jill)In your inventory at the start of the
game. |
 |
Blue
Herb: Several Places. The Blue
Herb heals you if you're poisoned, which several
creatures in the game can do-the snake and
the bees being the most obvious (and potentially
fatal). |
 |
Blue
Jewel: 2F Dining Room/1F Dining Room.
Put this lovely bauble into the head of the
statue in the Tiger Statue Room to reveal
the Wind Crest. |
|
Botany
Book: In the Small Library. This
paper-based information storage device explains
the effects of the Blue, Green, and Red Herbs,
and how you can mix them together to make
them stronger. |
 |
Broken
Shotgun: In the Vacant Room. You
have to swap this with the working Shotgun
in the Living Room to get through the Trap
Room without being squished like a grape. |
 |
Chemical:
In the corner of the Room Under Stairs.
Pour this bag of artificial death into the
Greenhouse's water pump to kill the long-legged
beast dwelling inside the fountain. |
 |
Clip:
All over the place. The Clip provides
15 shots for the Beretta, your handgun of
last resort. |
|
Colt
Python: Behind the statue in the Tiger
Statue Room. Use the Red Jewel to reveal
it. The Colt Python would make Dirty
Harry pound with its incredible range and
power. |
|
Combat
Knife: In your inventory at the start
of the game in the corner of the Spider Boss
Room. The Combat Knife does have one
useful function: in the Spider Boss
Room, you can cut through the webs covering
the south door instead of blasting through
them and wasting ammo. |
 |
Control
Room Key: Inside the plugged-up bathtub
of the 001 Bathroom in the Guardhouse.
This key opens the Control Room door off the
Water Tank room. |
 |
Doom
Book 1: Inside the Study. CHECK
the Book in inventory to find an EAGLE MEDAL
hidden inside. |
 |
Doom
Book 2: Inside the Item Passage.
CHECK the Book in inventory to find a WOLF
MEDAL hidden inside. |
|
Dormitory
Map: On the wall in Room 002 of the
Guardhouse. This provides you with a
complete view of the Guardhouse. |
 |
Eagle
Medal: Inside Doom Book 1, which is
inside the Study. This is one of two
medals needed to drain the Fountain and reveal
stairs to the Laboratory. |
 |
Emblem:
Inside the hollow above the fireplace of the
1F Dining Room. You have to swap this
Emblem with the Gold Emblem inside the Bar's
hidden room, or you can't take the Gold Emblem
with you. |
|
Empty
Bottle: There are four of these in the
Drug Storehouse of the Guardhouse. These
are used to mix the various chemicals in the
room to create a dose of V-Jolt. |
 |
Explosive
Rounds: (Jill) Quite a few. Ammo
for the Bazooka. Messy but effective. |
|
Fax:
Inside Private Room A. A plot-thickening
document on that damn paper that always curls
up into a scroll. |
 |
First-Aid
Spray: Several. The First-Aid
Spray completely restores you to full health,
no matter how close you are to kicking the
bucket. |
 |
Flame
Rounds: (Jill) In the 003 Bathroom of the
Guardhouse; in the Rock Passage of the Underground;
in the Lab Save Room. More powerful
than the explosive rounds, this Bazooka ammo
will fry more than a few green tomatoes.
Although not as powerful as the Acid Rounds,
this medium strength ammunition is most effective
against the Plant Boss. |
|
Flamethrower:
(Chris)Two locations in the Underground; the
Branch Passage and the Rock Passage.
This bad-ass weapon is not only handy for
flaming creatures, it's also required to unlock
certain doors. Unfortunately, the Flamethrower
eats up its ammo so fast that you only get
to kill a few monsters before it runs out
of fuel. |
 |
Flare:
Inside a crate next to the door of the Heliport.
Use the Flare anywhere on the Heliport to
signal Brad, the chopper pilot, who comes
in for a landing. |
|
Garden
Map: Stuck to the wall on the east side
of the Courtyard Garden. Displays a
complete look of the Courtyard and Garden. |
 |
Gold
Emblem: Inside the hidden room of the
Bar. Use the Gold Emblem in the hollow
of the 1F Dining Room to reveal the Shield
Key. |
 |
Green
Herb: Dozens of places throughout the
game. The Green Herb heals damage you've
taken from monster attacks. |
 |
Helmet
Key: In the Plant Boss Room of the Guardhouse.
This key opens the three doors of the Mansion
with helmets carved into them. |
 |
Hex
Crank: On the floor of the Enrico Room,
near the door. The Hex Crank is used
in several rooms in the Underground area to
solve puzzles and open up new areas. |
 |
Ink
Ribbon: All over the place. Use
the Ink Ribbon to save your handy-dandy Memory
Card. Jill finds more then Chris. |
|
Keeper's
Diary: On the desk of the Employee Room,
guarded by a Zombie cowering in the closet.
The Diary is the journal of a poor sap who
chronicled his slow transformation from scientist
to flesh-eating monstrosity. |
 |
Lab
Key: In a hidden niche inside the Conference
Room. This key opens the Elevator Entry
door off the the "O" Passage. |
 |
Lighter:
In the Bedroom just off the Deer Room.
The Lighter is one of the very few items in
Resident Evil that gets used in two different
puzzles. Use it in the Lesson Room Entry
to reveal the 2nd Floor Map above the fireplace,
and use it in the Private Dining Room to light
up the candelabra. |
 |
Lock
Pick: (Jill)Barry Burton gives it to
you at the beginning of the game, after you
search the Hall in vain for Wesker. |
 |
Magnum
Rounds: Various places. The Magnum
Rounds give you six shots of the Colt Python,
a wicked handgun with the power of the
Shotgun. |
 |
MO
Disk: There are three MO Disks in the
game. The first is found in the hidden
room of Library B. The second is found
in the Crank Passage. The third is found
on the desk at the Stairs in the Laboratory.
Each MO Disk is used at one of the three pass
code terminals in the Laboratory to get a
Pass Code. You need all three Pass Codes
to unlock the door to the Cell. |
 |
Moon
Crest: In the Attic, inside the hole
populated by a giant snake. This is
one of the four Crests needed to unlock the
door from the Roofed Passage into the Storeroom. |
 |
Music
Notes: Behind the shelves in the Bar.
(Chris)Use the Notes in front of the grand
piano and Rebecca Chambers shows up in the
Bar. Let her practice until she can
play the music and reveal a hidden room.
(Jill)Use the Notes in front of the grand
piano to play the Moonlight Sonata and reveal
a hidden room. |
|
Orders:
On the table in the Trophy Room. This
paper reveals quite a bit about why the S.T.A.R.S.
have ended up in this freakin' mansion. |
 |
Pass
Code 01: Obtained from the pass code
machine inside Private Room A. This
is one of the three Pass Codes needed to unlock
the Cell Entry door off the Double Lock room. |
 |
Pass
Code 02: Obtained from the pass code
machine inside the Mortuary. This is
one of three Pass Codes needed to unlock the
Cell Entry door off the Double Lock room. |
 |
Pass
Code 03: Obtained from the pass code
machine in Maze B. This is one of the
three Pass Codes needed to unlock the Cell
Entry door off the Double Lock room. |
|
Pass
Number: Barry Burton gives you this
number after hauling you up from the hole
in the floor of the Lesson Room. With
the Pass Number, you can unlock the north
door from the 2F Left Stairs. |
|
Plant
42 Report: On the bed in Room 002 of
the Guardhouse. This document explains
the hopes, dreams, and fears of Plant 42,
the unusually aggressive fauna living inside
the Plant Boos Room. |
 |
Radio:
(Chris)After you defeat Plant 42 and leave
the Plant Boss Room, Rebecca Chambers gives
it to you or on your way back you will
pick it up in the room leading back into the
mansion. (Jill) After you retrieve
the Serum from the Mansion Save Room and bring
it to Richard in the Pillar Passage, he gives
it to you. The Radio lets you hear messages
from Brad, the S.T.A.R.S. helicopter pilot.
Use it whenever you hear it beeping. |
 |
Red
Book: In Room 001 of the Guardhouse.
Replace the "V-Jolt" Report
in Room 003 with the Red Book to reveal a
hidden door into the Plant Boss Room. |
 |
Red
Herb: So many places that it'll make
your head spin. The Red Herb doesn't
do anything by itself, but when you mix it
with a Green Herb or Blue Herb, the effect
of the Green or Blue Herb is three time stronger.
Obviously a very useful plant, so grab it
whenever you see it. |
 |
Red
Jewel: Inside the moose head in the
Trophy Room. Turn out the lights and
you can see it sparkling. Put this shiny
sapphire into the head of the statue in the
Tiger Statue Room to reveal the Colt Python. |
|
Researcher's
Letter: Inside Private Room B.
This letter has all the passwords you need
to access the computer in the Small Lab, although
you have to translate the symbols on the Letter
by using the painting on the wall of Room
B and the blue light switch hidden behind
the shelves. |
|
Researcher's
Will: On the desk of the 2F Study.
This is the last will and testament of a now-dead
scientist dude. |
|
Rocket
Launcher: Brad drops a Launcher into
the middle of the Heliport after you've done
sufficient damage to the Tyrant in the game's
final battle. you can also score a Rocket
Launcher with unlimited ammo if you play through
the game fast enough. The Rocket
Launcher is the ultimate weapon, able to destroy
any monster-even the game's final boss, the
Tyrant-with a single shot. |
|
Scrapbook:
In Library A, being guarded by a Zombie who's
apparently hooked on phonics. This book
is full of scraps. Informational scraps,
that is. |
|
Security
System: In the bookshelf of the Conference
Room. This document reveals a certain
S.T.A.R.S. member's involvement with the dastardly
deeds going on inside the Mansion. |
 |
Serum:
On the shelves inside the Mansion Save Room,
but there's a catch: you can't take
the Serum unless you're on a "mission"
to retrieve it. The Serum cures you
if you're poisoned by an otherwise-fatal snakebite. |
 |
Shells:
More places than you can shake a severed arm
at. The Shells are good for seven blasts
of the Shotgun, the most useful weapon in
the game, whether you're playing as Chris
or Jill. |
 |
Shield
Key: Behind the grandfather clock in
the 1F Dining Room, but you can't push the
clock out of the way; you have to put the
Gold Emblem into the hollow above the fireplace.
This key opens every door with a shield carved
into it. |
|
Shotgun:
In the Living Room, just off the Trap Room.
The Shotgun is the weapon you'll be using
more than any other, thanks to its strength
and surprising range. You can even kill
Zombies with a single blast if you let them
get within grabbing range before you fire. |
 |
Slides:
On the floor of the Small Lab. Use the
Slides on the projector in the Conference
Room for still photos of some of the monsters
you encounter during the game. |
 |
Special
Key: When you beat the game and start
playing through it a second time, the Special
Key is in your inventory. This is the
only key that opens the door into the Wardrobe
Closet, where you can don a spiffy new texture
map-er, costume. |
| |
Square
Crank: On the top shelf of the Storeroom.
Push the stairs under the shelves so you can
climb up to it. The Square Crank raises and
lowers the Water Gate. |
 |
Star
Crest: Behind one of the paintings in
the Large Gallery. This is one of the
four Crests needed to unlock the door from
the Roofed Passage into the Storeroom.
|
 |
Sun
Crest: Inside an enclosed case in the
Armor Room. Push the statues over the
vents and push the button to open the case.
This is one of the four Crests needed to unlock
the door from the Roofed Passage into the
Storeroom. |
 |
Sword
Key: (Chris)On the bed inside the Mansion
Save Room. This key opens every door
with a sword carved into. |
|
Underground
Map: One the wall at the end of the
Crank Passage. This provides you with
a complete view of the Underground. |
 |
V-Jolt:
This has to be made by mixing together the
chemicals in the Drug Storehouse of the Guardhouse.
Apply the V-Jolt to the roots of Plant 42,
found in the Security Room beneath the Guardhouse.
to weaken the plant enough so that you can
kill it. |
|
"V-Jolt"
Report: In the bookshelves of Room 003
in the Guardhouse. This explains how
to create V-Jolt. |
 |
Wind
Crest: Behind the statue in the Tiger
Statue Room. Use the Blue Jewel to reveal
it. This is one of the four Crests needed
to unlock the door from the Roofed Passage
into the Storeroom. |
 |
Wolf
Medal: Inside Doom Book 2, which is
inside the Item Passage. This is one
of the two medals needed to drain the fountain
and reveal stairs to the Laboratory. |