Knife: Very weak, but better than nothing at all. A skilled player can kill Level 1 Dogs with this. Found on the counter in the cafe.
Steel Pipe: Tough to aim, but good stopping power. Very useful for conserving ammunition in the school. You'll find this in the alley with Cheryl's sketchbook.
Axe: A moderately effective weapon. Found in the "other church", or the back area of the antique shop.
Hammer: A bit difficult to aim, but quite powerful indeed. The best non-secret hand weapon. Found in the generator room of the Nightmare Hospital. Highly effective against the nurses, hitting them with this causes them to fall to the ground and spasm, leaving them open for the killing blow.
Handgun: Your bread and butter weapon for the first half of the game. Decent range and stopping power, but not great against bosses. Cybil gives this to you in the cafe.
Shotgun: Short range, but very, very powerful. Save this for the first three bosses, then you can use it as your primary weapon. Found in the 1st floor boys' bathroom of the Nightmare School, or if you miss it there, in the Police Station.
Hunting Rifle: This should really be saved for the last boss. Long range and effective stopping power. Found in the Nightmare Town Center where you fight the Larva Boss.
Health Drink: You'll find these scattered all through the game. Best used when health status is yellow.
First-Aid Kit: Valuable and fairly rare. Only use these if your health status is in the red.
Ampoule: These are extremely rare. They basically give you temporary invincibility, but be careful as your status will return to the state it was in when you used it.
Bullet Boxes: Ammunition for the guns. Red is for Handgun, Purple for Shotgun, and Green for Hunting Rifle.
Flashlight: Crucial item as it illuminates dark areas. Found in the cafe. Be careful, because turning on your flashlight can alert enemies to your presence.
Pocket Radio: Another important item. When enemies are nearby it emits static. The louder the static, the closer the enemy. Found on the table in the cafe.
Memo Pads: You can't collect these, but they are crucial as they save your game progress.
Keys: I won't list all the keys as their function is pretty obvious.
Gold Medallion: Found in the Chemistry Lab of the school. Dissolve the statue hand by throwing the Chemical on it.
Chemical: Use it to dissolve the statue hand. Found in the Lab Storeroom next to the lab.
Silver Medallion: Found in the Music Room by playing the piano keys in the right order. The order is: 3, 10, 11, 8, 2.
Rubber Ball: Found in the storeroom of the Nightmare School. Use it in the hole on the roof to allow the water to wash the key down the drain.
Flauros: Dahlia summons you to the Church and leaves this for you on the altar. It won't do anything until almost the end of the game.
Empty Bottle: Found in the hospital kitchen. Use it to collect some of the spilled liquid in the Director's Office.
Videotape: Found in the Nightmare Hospital. You can play it in Room 302, but it is indeciphirable. Later, you can play it in another VCR and it becomes clear.
Lighter and Alcohol: In the Nightmare Hospital you'll come to a grate covered with vines. Douse them with the alcohol, then light 'em up with lighter.
Plates: You'll collect these in the Nightmare Hospital. There are four: Turtle, Cat, Hatter, and Queen.
Receipt: Kauffman drops these when you save him in Annie's Grill. Check it closely for a combination. Use the combination on the padlock on the Indian Runner's front door.
Magnet: Found in the Manager's Apartment of Norman's Hotel. Use it to retrieve the key under the dresser in Kauffman's room.
Screwdriver and Pliers: Found in the Final Stage. Use the pliers to get the key out of the faucet, use the screwdriver to unscrew the plate on the wall.
Stone of Time: Use this in the clock in the Final Stage to get a key.
Ring of Contract: Before you remove the Dagger of Melchior in the kitchen, use this to close the chain on the door, saving you from an unpleasant demise.
Camera: Use this on the pictures in the 3rd floor of the Final Stage. Punch in the shapes it reveals in the doors on the left and right respectively.
Talismans: There are five: Crest of Mercury, Dagger of Melchior, Disk of Ourobouros, Amulet of Solomon, and the Ankh. Use them in the door in the Child's Room of the Final Stage.
Dogs: Found roaming all through the town, these skinless creatures are easily defeated by the Handgun or Knife.
Winged Beasts: These are easily the most annoying monsters in the game. They're all over the place. Best brought down with the Handgun.
Child Zombie: You see these at the very beginning of the game, then you meet them again later at the school. Use either the Steel Pipe, Handgun, or if there are three surrounding you, the Shotgun.
Giant Cockroach: Disgusting. First found in the Nightmare School, nail these with a well-placed shot from the Handgun, then stomp 'em.
Zombie Nurse: Found in the Nightmare Hospital. Don't let them get close. If they're far away use the Handgun, but if they're close use the Shotgun. They are quite vulnerable to the Hammer and especially the Katana.
Zombie Doctor: Similar to the Nurse, but a bit stronger.
Hoppers: These nasty things will pounce and knock you down. Usually found roaming around in the Shopping District. Don't kid around, take them out as quickly as possible.
Mutant Turtle: Found in the sewers (hmmm..). They're most dangerous when hanging from the ceiling. Use the view mode to spot 'em, then take 'em out with Handgun or Shotgun.
Clawed Beast: Fortunately you only see these nighmares in the sewers before the Amusement Park. Use the shotgun with prejudice, and remember that they like to sneak up behind you.
Black Ghost: These won't harm, they just scare the piss out of you when the radio goes berserk.
Black Child Zombie: These black ghosts do attack you. They're very hard to spot and usually gang together in threes. Take 'em out with Shotgun.
Giant Lizard: In the basement of the Nightmare School, you'll find this hideous creature. Wait until it opens it jaws wide, then let it have it with the Shotgun.
Giant Larva: Found in the Nightmare Town Center. Keep running around so it won't pop up behind you while popping Shotgun shells in it's thorax. Remember to grab the Hunting Rifle down there.
Giant Moth: On the roof of the building across from the Hospital you'll meet the Larva-now-grown-to-giant-Moth Boss. Avoid it's stinger and poison gas, all while shooting it with the Shotgun.
Alessa: Final Boss for Bad and Bad+ Ending. Keep running around the room to avoid the lighning bolts, and shoot her when she stops. In Normal and Hard Mode, keep checking your health EVERY time you get hit.
Samael: Final Boss for Good and Good+ Ending. Virtually the same as Alessa, just a flying demon instead. Remember to check your health after the lightning attack.