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Items and Inventory - Version 2 vs Version 3
Sep 16, 2026, 03:50 AM
Added 1 image to illustrate the page
Sep 27, 2026, 05:32 AM
Added the flare gun and shotgun, the item-combining achievement and reviewer note counts
11Simon 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.2233What Simon Starts With4455Konami'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.667788Items Shown So Far9910-ItemWhat it doesWhere it was shownCRTVA pocket television. Tunes analog signals to reveal creatures through walls and fog, carry story fragments, and point at the next place to goFound in a bedroom during the prologueFilled IV bagA 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 recordedPress buildFlashlightNeeds batteries to workFound in Zoe's houseElectricity cardHas to be found and plugged into an old energy panel to restore power, a period-authentic detail for a 1996 Scottish settingPress buildBottles and bricksSmall objects that can be picked up and thrown to pull a creature's attention elsewherePress build and store copyMakeshift melee weaponsPlanks of wood used as clubs and lengths of pipe. Breakable, and no weapon has been given a proper namePress buildRevolverPowerful, quick to kill, and very loud. Draws more creatures and reloads one cartridge at a time. Ammunition is scarcePress buildPaper mapA pamphlet Simon holds up and doodles on. See Map and SavingPress build and official footage10+ItemWhat it doesWhere it was shownCRTVA pocket television. Tunes analog signals to reveal creatures through walls and fog, carry story fragments, and point at the next place to goFound in a bedroom during the prologueFilled IV bagA 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 recordedPress buildFlashlightNeeds batteries to workFound in Zoe's houseElectricity cardHas to be found and plugged into an old energy panel to restore power, a period-authentic detail for a 1996 Scottish settingPress buildBottles and bricksSmall objects that can be picked up and thrown to pull a creature's attention elsewherePress build and store copyMakeshift melee weaponsPlanks of wood used as clubs and lengths of pipe. Breakable, and no weapon has been given a proper namePress buildRevolverPowerful, quick to kill, and very loud. Draws more creatures and reloads one cartridge at a time. Ammunition is scarcePress buildPaper mapA pamphlet Simon holds up and doodles on. See Map and SavingPress build and official footageFlare gunA firearm confirmed in reviews of the released gameReviews of the released gameShotgunA firearm that arrives later in the game, with a slow reloadReviews of the released game1111Combining Ingredients121213-Ingredients are scattered through the town and can be combined into usable items. The clearest published example is the filled IV bag revive. Nothing has been published about how the combining interface works, what the full ingredient list is, or whether there are recipes to learn.13+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.14141515Story Objects16161717A 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.18181919Collectibles202021-Collectibles and notes exist, including material about the island's hospital. No category list and no count has been published, and it is not known whether they are tracked anywhere in the interface.21+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.22222323Cosmetics242425-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. Unlockable weapons are mentioned for repeat runs on New Game Plus, but none has been named.25+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.