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.
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Add to Google Preferences →Every New Game Plus item and where it is
| Item | Chapter | Location |
|---|---|---|
| Axe | 1: Cold Open | Through the NG+ gate at the For Sale houses, first door on the right |
| Bronze Coin | 1: Cold Open | Back room shelf inside the Video Star store |
| Phone number 496 0842 | 3: Connection | Dial 946 from the town square phone booth |
| Strange Book 1 | 3: Connection | Zoe’s House bedroom, floor to the left of the bed |
| Axe (for Zoe) | 5: Zoe’s Detour | Shed door in the backyard before Mr. Stewart’s House |
| Strange Access Card | 6: Journey to Medical | Hotel room past the symbol door, near the elephant statue |
| Silver Coin | 9: Begin Again | Clara Woods backyard shelf, right at the uphill intersection |
| Strange Book 2 | 10: Missing Parts | Shelf immediately left inside the southwest Atlas Square store |
| Gold Coin | 15: Trying Again | Console inside Room 793, SWDP – Different |
| Strange Book 3 | 15: Trying Again | Table 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.

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.


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:
- Bird
- Tree
- Planet
- Bird
- Three-legged Triangle
- Satellite
- Satellite
- Fish
- Rocket
- Planet
- Dog
- 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.

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.

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 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.






