Completing Silent Hill Townfall unlocks New Game Plus on the main menu. Starting a new run quietly places several items that are absent from a first playthrough. These pickups are used for the Dog and Sci-fi secret endings; finishing the Sci-fi ending makes a reward weapon appear on the next run. The game does not mark their locations, has no chapter select, and prevents backtracking after an act closes, so every pickup can be missed.
Quick answer: In New Game Plus, you can find two Axes, three coins for the three dog banks, three Strange Books, and the Strange Access Card. Deposit all three coins to get the Dog ending; read all three books and swipe the card to get the Sci-fi ending.
What resets in New Game Plus
A fresh save in New Game Plus begins the entire game again at Part 1: Arrival, with 20 save slots available. Most progress starts over: Strange Postcards are the sole items that carry over, and they will not appear again in the new run.
All other items reset: Documents, Clues, Key Items, Equipment, and Weapons are removed. Puzzle answers remain identical across difficulties and New Game Plus, so prior knowledge of the solutions is your only real advantage. The added material consists of the two secret endings and their associated items.
The game has no chapter select. If you leave a chapter before collecting its New Game Plus item, you must load an older manual save or replay the entire game.
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Add to Google Preferences →Every New Game Plus pickup and its chapter
| Item | Chapter | Location |
|---|---|---|
| Axe | 1: Cold Open | Brick shed past the For Sale gate, table by the gnome |
| Bronze Coin | 1: Cold Open | Back-room shelf inside Video Star |
| Phone number 496 0842 | 3: Connection | Dial 946 from the town square booth |
| Strange Book 1 | 3: Connection | Zoe’s House bedroom, floor left of the bed |
| Axe (for Zoe) | 5: Zoe’s Detour | Backyard shed door before Mr. Stewart’s House |
| Strange Access Card | 6: Journey to Medical | Hotel room past the symbol door, by the elephant |
| Silver Coin | 9: Begin Again | Clara Woods backyard shelf at the uphill turn |
| Strange Book 2 | 10: Missing Parts | Shelf left inside the SW Atlas Square store |
| Gold Coin | 15: Trying Again | Console in Room 793, SWDP – Different |
| Strange Book 3 | 15: Trying Again | Table by the Resource Container in Room 621 |
Dialing 496 0842 is worthwhile in its own right. Although you can find the digits earlier, the caller only becomes reachable in Chapter 3; dial from the town square booth then to hear the recorded message. First call 946 to hear the callback that gives you the number, and you will also earn the “Cold Calling” trophy.
Where to find the Axe (and the Pistol-3000)
You can find two Axes during the game, but both are the same weapon. Neither one is needed for an ending. The Axe kills in one hit and never wears out, making the Chapter 1 pickup a major advantage for the rest of the run. Collecting the other one in Chapter 5 has a separate benefit: Zoe retains it through both of her playable sections.


Unlocking the Pistol-3000
You receive the Pistol-3000 only after completing the Sci-fi ending. It has unlimited ammunition and kills with one shot, but it does not appear during the run in which you unlock that ending. Begin another New Game Plus run, return to the For Sale houses in Chapter 1, and enter the right-hand door—the room where the Axe usually appears. Once the Sci-fi ending is recorded, the Pistol-3000 will spawn in its place; pick it up to unlock the achievement.
Dog ending: three coins, three dog banks
The Dog ending requires a task completed over the course of the run: find the Bronze, Silver, and Gold Coins, then place each in a charity bank run by Guide Dogs, the charity whose name includes “for the Blind.” If you leave out even one deposit, the ending will not trigger, whatever you do at the finale.


Banking all three coins does not let you skip the ending sequence: play through the final section and defeat the final boss. The Dog ending then takes the place of one of the three regular closing scenes.
Sci-fi ending: three Strange Books, the hotel keypad, and the access card
To reach the Sci-fi ending, complete four linked tasks: examine three Strange Books, solve the optional hotel symbol puzzle, collect the Strange Access Card, and swipe it in SWDP’s final stretch. Do all four in one New Game Plus run.
The three Strange Books
Each Strange Book requires just one examination, and none is far from the main route.
- Strange Book 1 — History of Space Flight, 1952–1992. On the bedroom floor to the left of the bed in Zoe’s House during Chapter 3.
- Strange Book 2 — Freeze Me / Wake Me by Elias Fisher. In Chapter 10, visit the store on the southwest corner of Atlas Square and check the shelf directly to your left.
- Strange Book 3 — A Map of Nowhere Else, The Future of Interstellar Travel. In Room 621 in Chapter 15, on the table beside the Resource Container. Use the same door-control panel that opened Room 793 to unlock it.
The hotel symbol door in Chapter 6
After the box scene, Richard gives you a gift; then enter the hotel in the Shorefront District and head upstairs. An optional doorway has a panel of picture buttons whose symbols correspond to clues on the Strange Postcards. Incorrect entries simply restart the sequence, so you can try again without penalty. Enter the symbols in this order:
- Bird
- Tree
- Planet
- Bird
- Three-legged Triangle
- Satellite
- Satellite
- Fish
- Rocket
- Planet
- Dog
- Pillar
After the door unlocks, enter and collect the Strange Access Card from the corner beside the elephant statue. It stays in your inventory without being used until Chapter 15.
Swiping the card in Chapter 15
Follow SWDP’s red corridors. Just before the doorway where the scene of Simon removing his IV takes place, turn left. Interact with the keypad beside the door, swipe the Strange Access Card, and enter. You must swipe it before opening the door for the sequence to trigger. The Sci-fi ending starts after the IV scene.
The Sci-fi ending plays ahead of the normal finale and skips the final boss entirely. Make a hard save in Chapter 15 before you swipe the card, then reload afterward to bank the Gold Coin and take the Dog ending too, so a single run can record both.
Standard key items you have to grab again
Equipment, Weapons, and Key Items are reset, so you will need to collect the usual progression items again. This is especially important in the Medical Centre, where several doors require items you might not remember needing.
At the surgery door in Chapter 8, enter 1, 3, 5, 8 on the keypad. Strange Postcard 7 lies on the examination counter in the dark room on the other side.

Not long afterward, pass through the vent shaft to reach a metal gate held closed by a piece of pipe. Pick up the Pipe there to use as a melee weapon for the remainder of the section.

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.
Confirming both endings triggered
Check the deposit prompt at each dog bank to confirm your progress toward the Dog ending. If all three coins were deposited, the scene after the final boss shows the Dog ending in place of Justice, Forever, or Abandoned. The Sci-fi ending is easy to identify: the final boss never appears, and the credits start immediately after Simon takes out his IV.
There are five endings altogether: two secret ones and three standard endings. You need at least two playthroughs to see them all, plus a third run if you want to clear St. Amelia with the Pistol-3000.






