Resident Evil 0 inventory guide: dropped items, Hookshot and supply planning
Manage the two six-slot inventories and avoid unnecessary trips for equipment.
Edition covered
The original Resident Evil 0 campaign and puzzle rules. All pictures show Capcom’s HD remaster on PC and are labeled accordingly. Remaster-only Wesker Mode is outside this original campaign guide.
Treat dropped items as your storage system

Resident Evil 0 replaces traditional item boxes with items left on the floor. The map’s item information helps locate them again. Choose a memorable, accessible room for reserve supplies rather than scattering ammunition across unrelated corridors.
| Rule | Effect | Useful habit |
|---|---|---|
| Six slots per character | Space is limited | Reserve room for a new item |
| Large equipment | May use two slots | Carry only the weapons needed now |
| Dropped items | Remain available in their location | Use the map’s item information |
| Nearby exchange | Transfers items between partners | Organize before splitting up |
| Hookshot reuse | Needed beyond its first task | Move it with your reserve supplies |
Leave room for the next key item
Each character has six inventory slots, and large equipment can occupy two. Carrying every weapon leaves no room for a puzzle object. Decide who carries the heavier equipment and keep a free slot when entering an unexplored area.
| Situation | Carry | Leave accessible |
|---|---|---|
| Exploring a new wing | Main weapon, ammunition, recovery | Duplicate weapons |
| Known puzzle route | Required key items and basic defense | Unrelated puzzle objects |
| Temporary split | Each partner’s immediate needs | Items neither route uses |
| Moving to a new area | Essential tools and reserves | Only supplies you can safely revisit |
Keep the Hookshot within reach
The Hookshot has more than one use across the campaign. After its early train role, do not abandon it somewhere inconvenient on the assumption it is finished. Relocate it with the supplies you intend to take into the next major area.
Exchange before splitting up
Characters can exchange items when near one another. Equip the departing character with ammunition, healing and the required puzzle tool before separating. A locked route is a poor place to discover that the needed item is with the other person.
Characters can exchange items when near one another.
References
| Reference | Website |
|---|---|
| Resident Evil 0 publisher/storefront | store.steampowered.com |
| Original in-game Player’s Manual 1 transcript | www.evilresource.com |
| Original in-game Player’s Manual 2 transcript | www.evilresource.com |
| Original GameCube puzzle walkthrough | www.neoseeker.com |
