Gaming Guide

Silent Hill Townfall: All New Game Plus Collectible Locations

Where to find both Axes, the three coins, the Strange Books, the Strange Access Card, and the Pistol-3000.

Where to find both Axes, the three coins, the Strange Books, the Strange Access Card, and the Pistol-3000.

Image: Screen Burn

Finishing Silent Hill Townfall once unlocks New Game Plus from the main menu, and with it a short list of items that simply do not exist on a first run. These extras exist to feed two secret endings — the Dog ending and the Sci-fi ending — and completing the second one hands you a reward weapon for the run after that. None of it is signposted, and because the game has no chapter select and no backtracking, every one of these pickups is missable.

Quick answer: New Game Plus adds two Axes, three coins for three dog banks, three Strange Books, the Strange Access Card, and — after the Sci-fi ending — the Pistol-3000. Everything is missable.


What carries over into New Game Plus

New Game Plus restarts the whole game at Part 1: Arrival in a fresh save file, and you get 20 slots to work with. It is a clean slate in almost every sense. Only Strange Postcards carry across, and those do not respawn in the new run.

Everything else resets, which means you lose access to:

  • Documents
  • Clues
  • Key Items
  • Equipment
  • Weapons

Puzzle solutions are identical across every difficulty and in New Game Plus, so the only real advantage you start with is knowing the answers. The new content is the secret endings and the items attached to them.

There is no chapter select. If you push past a chapter without grabbing its New Game Plus item, your only options are an older manual save or another full run.


Every New Game Plus item and where it is

ItemChapterLocation
Axe1: Cold OpenThrough the NG+ gate at the For Sale houses, first door on the right
Bronze Coin1: Cold OpenBack room shelf inside the Video Star store
Phone number 496 08423: ConnectionDial 946 from the town square phone booth
Strange Book 13: ConnectionZoe’s House bedroom, floor to the left of the bed
Axe (for Zoe)5: Zoe’s DetourShed door in the backyard before Mr. Stewart’s House
Strange Access Card6: Journey to MedicalHotel room past the symbol door, near the elephant statue
Silver Coin9: Begin AgainClara Woods backyard shelf, right at the uphill intersection
Strange Book 210: Missing PartsShelf immediately left inside the southwest Atlas Square store
Gold Coin15: Trying AgainConsole inside Room 793, SWDP – Different
Strange Book 315: Trying AgainTable beside the Resource Container in Room 621

The two Axes are the same weapon and neither is required for an ending. It is a one-hit kill with infinite durability, so grabbing the Chapter 1 one early changes the difficulty of the whole run. The Chapter 5 Axe matters for a different reason: picking it up there lets Zoe keep the weapon across both of her playable sections.

Weapon: Axe00:32Weapon: Axe
The Chapter 1 Axe sits on a wooden table in the room behind the New Game Plus gate. Shown at 00:32 in PowerPyx’s video. Image: Screen Burn

The 496 0842 number is worth calling on its own terms. You can learn the number earlier in the game, but the caller cannot be reached until Chapter 3, so the recorded call only plays if you dial it from the town square booth at that point.


Dog ending: three coins into three dog banks

The Dog ending has one requirement spread across the run. Find the Bronze, Silver, and Gold Coins and deposit each one into a Guide Dogs for the Blind charity bank. Miss any single deposit and the ending will not fire, no matter what you do at the end of the game.

During Chapter 1, follow the road to the Video Star store, then check its small back room. The Bronze Coin is on a shelf inside.
Key Item: Bronze Coin (Dog Ending Item)00:51Key Item: Bronze Coin (Dog Ending Item)
The Bronze Coin pickup, the first of the three Dog ending coins. Shown at 00:51 in PowerPyx’s video. Image: Screen Burn
Return to Main Street and find the yellow dog bank outside a storefront shortly before the Pharmacy. Interact with the bank, then put the Bronze Coin inside.
Dog Ending Step 101:06Dog Ending Step 1
The first dog bank sits on the pavement shortly before the Pharmacy. Shown at 01:06 in PowerPyx’s video. Image: Screen Burn
In Chapter 9, once you reach Clara Woods, walk uphill to the intersection and turn right into the backyard that held a Strange Postcard on your first playthrough. The Silver Coin is on a shelf out there.
After you pick up the Bolt Cutters in Chapter 10, take the door behind the post service building and make your way to the laundromat. The second dog bank is inside — deposit the Silver Coin.
In Chapter 15, when you reach the panel that unlocks the door toward the valve in SWDP – Different, also unlock Room 793. Go down to the lower section, enter the room, and take the Gold Coin off the console.
Complete the SWDP objectives and drop the container, then take the newly opened path. At its four-way junction, with red lights visible ahead, continue to the hallway’s far end. Deposit the Gold Coin in the final dog bank.

The Dog ending does not cut the game short. With all three coins banked, you still play through the final section and fight the final boss, and the Dog ending then replaces one of the three standard endings in the closing scene.


Sci-fi ending: three Strange Books, the hotel keypad, and the access card

The Sci-fi ending is a four-part chain that spans most of the run. You inspect three Strange Books, solve an optional symbol puzzle in the hotel, pocket the Strange Access Card, and then use that card in the final stretch of SWDP. All four steps have to happen in the same New Game Plus playthrough.

The three Strange Books

Each book is a single examine prompt, and all three are tucked just off the critical path. The first, History of Space Flight, 1952–1992, is on the bedroom floor to the left of the bed in Zoe’s House during Chapter 3. The second, Freeze Me / Wake Me — Elias Fisher, is on a shelf immediately to your left as you enter the store on the southwest corner of Atlas Square in Chapter 10, right after the phone call with Richard. The third, A Map of Nowhere Else — The Future of Interstellar Travel, is in Room 621 in Chapter 15 — use the same door-control panel that opened Room 793 to unlock it, then check the table next to the Resource Container.

The hotel symbol door in Chapter 6

After the box scene and Richard’s gift, go into the hotel in Shorefront District and head upstairs. There is an optional door with a panel of pictorial buttons on it, and the symbols line up with clues printed on the Strange Postcards. Press them in this order:

  1. Bird
  2. Tree
  3. Planet
  4. Bird
  5. Three-legged Triangle
  6. Satellite
  7. Satellite
  8. Fish
  9. Rocket
  10. Planet
  11. Dog
  12. Pillar

A wrong input just resets the sequence, so there is no penalty for fumbling it. Once the door opens, go inside and grab the Strange Access Card from the corner by the elephant statue. It sits in your inventory unused until Chapter 15.

Using the card in Chapter 15

Continue through SWDP’s red hallways. Stop just before the doorway for the scene in which Simon pulls out his IV, then turn left. A keypad sits beside a door; interact with it, use the Strange Access Card, and proceed through. After the IV scene, the Sci-fi ending begins.

The Sci-fi ending occurs ahead of the normal finale and bypasses the final boss. If you are pursuing the Dog ending too, use separate runs because this ending concludes the game early.


How to get the Pistol-3000

The Pistol-3000 is awarded after you reach the Sci-fi ending once. This firearm kills in one hit and has unlimited ammunition, but it is absent from the run where you unlock it.

Begin another New Game Plus run and, in Chapter 1, return to the Shorefront District houses marked with For Sale signs. Open the gate, go inside, and use the door on the right—the room that usually contains the Axe. With the Sci-fi ending already recorded, the Pistol-3000 appears there instead; picking it up unlocks its achievement.


Standard weapons and key items you have to find again

Because Equipment, Weapons, and Key Items all reset, the ordinary progression pickups are back on the table too. The Medical Centre stretch is where this bites hardest, since several doors there are gated behind items you may have stopped thinking about.

In Chapter 8, the surgery door opens with the keypad code 1, 3, 5, 8, and Strange Postcard 7 is on the examination counter inside the dark room beyond it.

Locked Door00:13Locked Door
The surgery door keypad takes the code 1, 3, 5, 8. Shown at 00:13 in Jun Guides’s video. Image: Screen Burn

A Pipe turns up shortly after. Crawl through the vent shaft and you will come out at a metal gate propped shut by a length of pipe — take it, and you have a melee option for the rest of the section.

Weapon: Pipe01:45Weapon: Pipe
The Pipe weapon is holding the metal gate shut at the end of the vent crawl. Shown at 01:45 in Jun Guides’s video. Image: Screen Burn

Blood bags are the keys in this wing. The Alan Duncan Blood Bag, pulled from a ward room through a duct, slots into the transfusion unit at the S.W. roller shutter to raise it. The Lesley Greer bag does the same job at the D.P. shutter later on.

Locked Door02:44Locked Door
Mounting a blood bag in the transfusion unit powers the roller shutter open. Shown at 02:44 in Jun Guides’s video. Image: Screen Burn

Confirming the endings actually triggered

For the Dog ending, the confirmation is the deposit prompt on each of the three banks. If all three coins went in, the ending scene after the final boss will be the Dog ending rather than Justice, Forever, or Abandoned. For the Sci-fi ending, the tell is immediate: you never reach the final boss at all, and the credits roll straight after Simon removes his IV.

Across the two secret endings and the three standard ones, that is five endings in total, which is why a minimum of two playthroughs is baked into the design — and a third if you want to shoot your way through St. Amelia with the Pistol-3000.