Simon carries a limited set of weapons and tools through SILENT HILL: Townfall, and the game is built around scarcity rather than around an inventory to manage. Only a handful of items have been shown or described, and this page records those and nothing else. No inventory screen has been shown, and the game has no conventional heads-up display.
What Simon Starts With
Konami's own character description is blunt about how little he has. Besides his clothes, all Simon has on him when he washes ashore is an IV bag and a medical wristband printed with his name. The IV line is still taped into his arm and hand, with a cannula embedded in his hand. He heads into town with no leads but the voices coming through the CRTV he picks up along the way.

Items Shown So Far
Item | What it does | Where it was shown |
|---|---|---|
A pocket television. Tunes analog signals to reveal creatures through walls and fog, carry story fragments, and point at the next place to go | Found in a bedroom during the prologue | |
Filled IV bag | A one-time revive. With it equipped, dying brings Simon back with a sliver of health. The item's name is not settled in published material, so none is recorded | Press build |
Flashlight | Needs batteries to work | Found in Zoe's house |
Electricity card | Has to be found and plugged into an old energy panel to restore power, a period-authentic detail for a 1996 Scottish setting | Press build |
Bottles and bricks | Small objects that can be picked up and thrown to pull a creature's attention elsewhere | Press build and store copy |
Makeshift melee weapons | Planks of wood used as clubs and lengths of pipe. Breakable, and no weapon has been given a proper name | Press build |
Revolver | Powerful, quick to kill, and very loud. Draws more creatures and reloads one cartridge at a time. Ammunition is scarce | Press build |
Paper map | A pamphlet Simon holds up and doodles on. See Map and Saving | Press build and official footage |
Flare gun | A firearm confirmed in reviews of the released game | Reviews of the released game |
Shotgun | A firearm that arrives later in the game, with a slow reload | Reviews of the released game |
Combining Ingredients
Ingredients are scattered through the town and can be combined into usable items. The clearest published example is the filled IV bag revive. Combining is a full system rather than a one-off: one of the game's Steam achievements is awarded for creating 20 new items by combining others. Nothing official has been published about how the combining interface works, what the full ingredient list is, or whether there are recipes to learn.
Story Objects
A separate class of object carries the story rather than a use. Following Zoe's trail turns up her ID badge, a prescription called in at the wrong dosage, a medical bag with a broken stethoscope inside, a photograph of Simon in her house, and a set of three scales each waiting on an object that stood for one of her failures. Those are covered on her page and on Puzzles.
Collectibles
Collectibles and notes exist, including material about the island's hospital. No official count has been published. The game's Steam achievements include one for collecting half of all documents and one for collecting all of them, so documents are tracked, and one reviewer who searched thoroughly reported finding 82 of 84 notes.
Cosmetics
Two cosmetics change how the CRTV looks, and one changes Simon's outfit. All three come from pre-orders or the Deluxe Edition rather than from play, and they are listed on Editions and Pre-Order Bonuses. Reviews of the released game report that repeat runs on New Game Plus unlock further outfits and weapons, headlined by an axe that kills enemies in a single hit.