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Silent Hill: Townfall

Silent Hill: Townfall Key Items — Every Story Item & What It Does

Every key item in Townfall — the CRTV and Pager, Zoe's Lanyard, the Medical Wristband, Brae barcodes, projector parts, access cards and NG+ items.

10/5/2026 5 min read
Silent Hill: Townfall Key Items — Every Story Item & What It Does

FAQ

What does the filled IV bag do in Silent Hill: Townfall?
The Empty IV Bag and IV Fluid found in the Part 1 clinic combine into a filled bag — equipping it revives Simon once after a fatal hit. The best early survival item in the game.
What items do the Dog and Sci-fi endings need?
Dog needs the Bronze, Silver and Gold coins — the Gold Coin sits behind SWDP door 793 and feeds the Guide Dog. Sci-fi needs Strange Books #1–3 (including #3 behind SWDP door 621) plus the Strange Keycard, used on the exit-door keypad. All NG+ only.
What does Zoe's Lanyard do in Townfall?
Two jobs: it opens the Shorefront Family Clinic's front door via the pad beside it, and later it's the right-hand weight on the clinic scales puzzle. It's obtained by opening the organ box in Zoe's kitchen.

What counts as a key item in Townfall?

Key items are the named objects that open routes, puzzles and endings — distinct from the 138 collectibles and from documents that feed Discoveries. Areas close permanently, so most are technically missable; the per-part pages pick each one up in route order starting with Part 1.

Shorefront key items (Parts 1–2)

Item Where What it does
CRTV Otherworld town, Ch 2 Simon’s core tool — signal detection and tuning
Flashlight + AA batteries Drawer by the organ box; upstairs cabinet Combine for a working light — required for dark interiors
Prepaid Power Card Zoe’s house crawlspace Powers the house panel — A cycles to Card Credit, B, then the main switch
Organ Transplant Card Upstairs bathroom floor One half of the organ box answer
Zoe’s Lanyard Inside the organ box Opens the clinic’s front door pad; later the right-hand scales weight
Scalpel Clinic, Z Ellis’s room Opens the rusty hatch doors — the pharmacy is the first
Empty IV Bag + IV Fluid The clinic Combine for a one-shot revive
Room 204 Key Hotel bathroom behind the 18/January/1996 wheel Opens the hotel room door; a Room 204 door also gates the Medical Centre
Prescription Dosage Error Pharmacy locker 6539 Middle weight on the clinic scales
Broken Stethoscope Jess’s house bedroom Left-hand scales weight
Lockbox Key Jess’s house kitchen drawer Opens lockbox resource containers
Pager Auto-granted at Part 2 start Zoe’s CRTV equivalent — enemy detection
Axe Shed before Mr. Stewart’s house Zoe’s melee weapon through her chapters
Community Garden Key Inside the 1993 shed Opens the gardens’ onward gate
Mr. Stewart’s House Key House progression Exits through the back door
Pistol “Richard’s Gift” crate, Town Square First firearm — the weapons list has the rest

Medical Centre key items (Part 3)

Item What it does
Medical Wristband Equipment pickup that supplies your blood type for the initials wheel — without it the wheel cannot confirm
Plank Melee weapon in Ch 7 side rooms
Patient list + ward keys Gate the (Different) hospital’s blood-routing puzzle
Blood bags The routed items of that puzzle

Clara Woods key items (Part 4)

Item What it does
South Brae House Key Lost and Found locker 772 — opens the South Brae house
Barcodes ×3 Fed to the locker scanner to print PINs — see the locker codes
Boltcutters Locker 17 — open the NE stairs gate and the Post Service gate
Flare Gun Locker 75 — staggers the big invulnerable enemies
Ammonite Disk Tape: Today version of the tape house — reads the Current Count on Tape: Yesterday
Mechanical Parts ×3 Combine into the Constructed Mechanical Device → opens the Strange Gate

CEG HQ & SWDP key items (Parts 5–6)

Item What it does
Generator Key Manager’s Office cabinet — starts the exterior lift’s generator
Shotgun Auto-granted on Floor 2 — Richard’s answer to Widows
Access Card — Level 3/4 Boardroom table — opens card readers on floors 3–4
Projector Bulb + Lens F4 GENERAL STORAGE; F3 Finance (2709) CFO drawer
CEG Maintenance Key Released by the repaired projector — opens maintenance doors on every floor
Six slides Mezzanine — arrange D–F–B–C–E–A for the CEO Access Card
Controller Key F10 console box — unlocks the alarm panel’s buttons
AUX Key SWDP locker 0825 — feeds the auxiliary-line steps

New Game+ exclusive items

The joke endings’ items don’t exist outside NG+:

Item Where Ending
Bronze / Silver / Gold coins Behind Video Star; a Clara Woods backyard; SWDP door 793 Feed to the Guide Dogs for the Blind → Dog ending
Strange Books #1–3 NG+ route — #3 behind SWDP door 621 Sci-fi
Strange Keycard The hotel symbol puzzle Sci-fi — used on the exit-door keypad, skips the final boss

Zoe’s Part 2 Axe is also re-collectable in NG+ alongside the Sci-fi-unlocked Pistol-3000 — the New Game+ and all weapons pages cover both.

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