Loading...
Items and Inventory
September 16, 2026 at 03:43 AM
Created page collecting every item and consumable the game has shown, with what is and is not published about each
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.
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.
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 |
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.
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 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.
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.