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    SILENT HILL: Townfall Key Items — Where to Find Them & What They Unlock

    Find main-route keys, cards and puzzle objects by Part, with their pickup routes and uses. NG+ ending objects are separated from first-run requirements.

    9/24/2026 Last updated: 9/24/2026 9 min read
    Source-reviewed Minor spoilers

    What counts as a key item?

    One-time pickups that open doors, power systems or advance the story. Three things this page deliberately excludes (each has its own hub):

    A clue is only the start — original diagram of the steps explained below

    A clue is only the start

    Original guide diagram — not an in-game screenshot. Evidence and detailed steps are listed in this guide.

    Open full-size diagram

    Find an object by Part

    This is a route index, not a claim to inventory every carried object. Read the linked guide for clue prerequisites and in-game labels. For a place name instead of an object, use Locations.

    Part 1

    Key item Part Where found What it unlocks / advances Req Guide
    Room 204 Key 1 · Ch. 2 Bathroom counter, after the hotel dial door Opens the hotel’s second door Required Hotel dial puzzle
    Flashlight + AA Batteries 1 · Ch. 3 Zoe’s drawer (downstairs) + upstairs cabinet; combine Lights the dark rooms; needed for crawlspace finds Required Organ box page
    Prepaid Power Card (Electricard) 1 · Ch. 3 Peters Newsagent cash register (rear fire exit) Powers Zoe’s house — enables her computer Required Zoe’s house power
    Zoe’s Lanyard 1 · Ch. 3 Inside the organ transport box Opens the clinic shutter (card reader) Required Organ box page
    Scalpel 1 · Ch. 4 Zoe Ellis’s room, green box Cuts into the pharmacy Required Pharmacy locker page
    21 Farrow St. Back Door Key 1 · Ch. 4 Building 16, apartment 1/2; opens the blue back door near building 14 Opens Jess’s house back door (Broken Stethoscope pickup) Required Arrival walkthrough
    Prescription / dosage note + Broken Stethoscope 1 · Ch. 4 Pharmacy locker 6539; Jess’s house respectively Two items for the clinic scales, alongside the Lanyard Required Clinic scales

    Part 2

    Key item Part Where found What it unlocks / advances Req Guide
    Community Garden Key 2 · Ch. 5 Jane’s shed (padlock 1993) Opens the garden gate toward the Medical Centre Required Jane’s shed page
    Mr. Stewart’s Key 2 · Ch. 5 Bathroom beside the bathtub Back door from Stewart’s house Required Part 2 route

    Part 3

    Key item Part Where found What it unlocks / advances Req Guide
    X-Ray films, three medicines and Intubation Kit 3 · Ch. 7 Imaging, medicine routes; call 5353 at Reception for the elevator to the basement Storage gap for the kit Complete the procedure before the altered ward Required Part 3 procedure
    Ward W and Ward P Master Keys 3 · Ch. 8 Room 04; George McEwan in room 10 respectively Room 13 ladder route and room 03 elevator retrieval Required Blood bag route
    Five named blood bags 3 · Ch. 8 Ward routes listed in the puzzle guide S.W. / D.P. doors, then the wall puzzle Required Blood transfusion

    Part 4

    Key item Part Where found What it unlocks / advances Req Guide
    South Brae House Key 4 · Ch. 10 Lost and Found locker (772), CEG Lockers office Opens 5 South Brae — the floppy-disk house Required Lost and Found page
    Disk Case Key 4 · Ch. 10 5 South Brae bedside drawer Opens both disk cases (Fix-A-Disk! + floppies) Required Floppy disk puzzle
    Boltcutters 4 · Ch. 10 Locker 17 (pin 575) Cuts the chain to the CEG Lockers’ upstairs gate Required Floppy disk page, Locker 17 chain
    Mechanical Parts ×3 4 · Ch. 10-11 Lockers 17, 204 and 94 Assemble into the Strange Gate device Required Strange Gate page
    Constructed Mechanical Device 4 · Ch. 11 Inventory combine (discs + cylinder) Opens the Strange Gate to CEG HQ Required Strange Gate page
    CEG Access Card (printed) 4 · Ch. 11 Security room printer (Employee ID 00007820518) Unlocks the elevator to CEG Tower 10F Required CEG access card page
    Floppy Disks 1–3 + Fix-A-Disk! 4 · Ch. 10 5 South Brae and Atlas Computers; both cases need Disk Case Key MANUAL.EML printout and Locker 17 chain Required Floppy disk puzzle
    Upper Brae Back Door Key + Ammonite Disk 4 · Ch. 10 Tape-state sequence; use Today to retrieve the disk Current Count clue and safe/Locker 94 route Required Upper Brae tapes

    Part 5

    Key item Part Where found What it unlocks / advances Req Guide
    CEO Access Card 5 · Ch. 13 5F Boardroom, after the slide puzzle Opens the 10F elevator/office — closes Part 5 Required Richard walkthrough
    Level 3/4 Access Card 5 · Ch. 13 Richard’s route progression (boardroom area) Floor access during the tower climb Required Richard walkthrough
    Generator Key 5 · Ch. 12 Manager’s Office cabinet, exterior approach Generator housing Required CEG generator
    CEG Storeroom Key 5 · Ch. 13 4F Media Department body Storeroom and Projector Bulb Required Projector parts
    Projector Bulb + Lens 5 · Ch. 13 4F Media Storeroom; 3F CFO desk Initial Boardroom projector sequence Required Projector
    CEG Maintenance Key 5 · Ch. 13 Body at the Boardroom table after Bulb/Lens and red switch Maintenance route to Mezzanine slides and lower floors Required Richard route
    Projector Sliders 5 · Ch. 13 Mezzanine Meeting Room, after Maintenance Key Agenda puzzle and CEO card Required Slide order

    Part 6

    Key item Part Where found What it unlocks / advances Req Guide
    JOE Key 6 · Ch. 15 SWDP computer room, corner table Opens the JOE door (southwest) Required Simon walkthrough
    SWDP Access Card 6 · Ch. 15 After the wall gap, on the counter Opens the Control Room shutter Required Simon walkthrough
    AUX Key 6 · Ch. 15 Locker 0825, control room Opens the AUX room (Auxiliary Lines puzzle) Required Remote Systems page
    Controller Key 6 · Ch. 14 2F console box by the red clamp wheel Alarm-panel keyhole Required FIX THIS
    AUX Disk 6 · Ch. 15 Cabinet inside AUX room Computer file explaining Auxiliary Lines Required Auxiliary Lines

    NG+ ending objects

    Key item Part Where found What it unlocks / advances Req Guide
    Strange Access Card 6 · NG+ Beside the hotel symbol door (elephant statue corner) Swiped at the Part 6 reader to trigger Sci-fi NG+ · Sci-fi route Sci-fi ending
    Strange Books ×3 1 · 4 · 6 · NG+ Zoe bedroom / hospice store / room 621 Sci-fi route steps (read in order across the run) NG+ · Sci-fi route Sci-fi ending
    Dog coins (Bronze/Silver/Gold) 1 · 4 · 6 · NG+ Video Star back room / backyard shelf / room 793 Deposited at three Guide Dogs banks → Dog ending NG+ · Dog route Dog ending

    How to read this table

    • Required items gate their linked story step — collect the prerequisite before expecting the door or puzzle to advance (why areas do not reopen).
    • Items marked NG+ only exist in New Game Plus runs.
    • The door codes that several of these items reveal (2605, 6539, 486, 7103…) are on the codes hub — codes are inputs, not items, so they are not rows here.
    • Weapons (Pistol, Shotgun, Flare Gun, Axe, Pistol-3000) have their own map: weapons & locations.

    What this page rests on

    Every row links the site’s own published guide, where the underlying source reads and verification states are recorded (the rows inherit those pages’ statuses — nothing on this page outranks them). External spot-checks and the mandatory-route audit were used to correct pickup order, not to claim exhaustive item coverage. Door 047 in SWDP is deliberately absent: its purpose is not confirmed by any source we have read, so it is documented as unknown on the Remote Systems page rather than guessed here.

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