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.
FAQ
What does the filled IV bag do in Silent Hill: Townfall?
What items do the Dog and Sci-fi endings need?
What does Zoe's Lanyard do in Townfall?
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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