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Return to the fog-covered Scottish island of St. Amelia as Simon Ordell, a man drawn back by a troubled past. Explore in first person, evade terrifying creatures, fight when necessary, solve CRTV-driven puzzles, and uncover a psychological horror story shaped by loss and consequence.
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0 / 37 Completed
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Platinum Path
EARLY GAME For your first playthrough, focus on experiencing the story naturally while collecting every possible trophy-related collectible. Follow the collectible route closely, because Townfall tracks collectible progress across playthroughs and you will eventually need everything at least once. This is also the easiest time to aim for the Abandoned ending. Kill the enemies you encounter while thoroughly exploring...
Completion Video Playlist
3 videos
Silent Hill Townfall All Collectible Locations (100% Walkthrough)
Trophy: Doing The Right Thing
Collect all other trophies in the game.
Type: Platinum
Unlock Details
Collect all other trophies in the game.

Trophy: Creative Process
Kill at least one enemy with Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick in a single playthrough.
Type: Bronze
Category: Missable
Unlock Details
Kill at least one enemy with each of the following weapon types during a single playthrough: Plank Pipe Pistol Shotgun Flare Gun Bottle Brick The Plank and Pipe can both be used by Simon and are common enough that you should have plenty of chances to get a kill with each. The Pistol is first obtained as Simon and is later also used by Richard. The Shotgun becomes available later in the game while playing as Richard, and Simon can also use it during the final section. The Flare Gun is exclusive to Simon. A good time to secure this kill is while working on Pinpoint Inaccuracy. Bottle and Brick kills take a little more setup. Weaken an enemy first, then finish it with the thrown object. Clara Woods is a good place to work on these, especially if you are also going for Long-Range Masonry.
Tip
Keep a simple mental checklist as you go and knock out the easy weapon kills as soon as each weapon becomes available. The trophy only cares that every type gets one kill during the same run.
Warning
This is missable. Progress does not carry between playthroughs for this requirement, so all seven weapon kills need to happen before finishing the same playthrough.

Trophy: Reject The Help
After meeting Richard, do not use a phone to save the game.
Type: Gold
Category: Missable
Unlock Details
Finish an entire playthrough without manually saving after the required save near the start of the game. Manual saves are made by using a phone and calling 100. You are prompted to do this once when you first meet Richard, and that initial save is allowed. After that point, do not call 100 again for the rest of the playthrough. The good news is that Townfall still autosaves regularly when you complete objectives or progress through chapters, so this is not a true no-save run. The main risk comes from long stretches of optional exploration, where the game may not create a new autosave for a while.
Tip
Story Mode makes this much easier thanks to the generous supply of healing items and lower combat pressure. If you want the safest route, keep moving between main objectives instead of spending too long wandering around between autosaves.
Warning
Avoid trophies like Long-Range Masonry, Pinpoint Inaccuracy, and Pull! on this run if you want the easiest possible attempt, since those are much more convenient with manual saves available.

Unlock Details
Finish an entire playthrough without manually saving after the required save near the start of the game.
Manual saves are made by using a phone and calling 100. You are prompted to do this once when you first meet Richard, and that initial save is allowed.
After that point, do not call 100 again for the rest of the playthrough.
The good news is that Townfall still autosaves regularly when you complete objectives or progress through chapters, so this is not a true no-save run. The main risk comes from long stretches of optional exploration, where the game may not create a new autosave for a while.
Tip
Story Mode makes this much easier thanks to the generous supply of healing items and lower combat pressure. If you want the safest route, keep moving between main objectives instead of spending too long wandering around between autosaves.
Warning
Avoid trophies like Long-Range Masonry, Pinpoint Inaccuracy, and Pull! on this run if you want the easiest possible attempt, since those are much more convenient with manual saves available.
Trophy: Resourceful
Unlock all resource containers.
Type: Bronze
Category: Missable
Unlock Details
Open all 7 Resource Containers. Each Resource Container has its own matching Lockbox Key, and both are found in the same general section of the game. There are exactly seven keys and seven containers, so you will need to collect every key and use it on the correct container. Container #1 Chapter 4 – Searching for Zoe Lockbox Key: Inside Jess’s House, in a kitchen drawer. Resource Container: In the apartment building south of building 14, inside apartment 0/1. Use the key on the blue lockbox in the living room. Container #2 Chapter 6 – Journey to Medical Lockbox Key: In the apartment south of the Medical Centre. After using the scaffolding and entering the second apartment, check the bed in apartment 1/1 on the second floor. Resource Container: Go up to the fourth floor of the same building. The container is sitting on a table on the landing. Container #3 Chapter 8 – Many Into One Lockbox Key: In Ward W, inside Room 11. Check the key cabinet. Resource Container: In Ward S, inside Room 01. The container is on the floor. Container #4 Chapter 10 – Missing Parts Lockbox Key: Inside the Post Service store on Atlas Way. Check the cash register near the front. Resource Container: In the apartment building northeast of Atlas Square, on the ground floor. Head to the kitchen at the back and check the counter. Container #5 Chapter 10 – Missing Parts Lockbox Key: Go through the alley behind the Post Service store and enter the laundromat. The key is sitting on top of a washing machine. Resource Container: Inside the CEG Lockers building, in the back office on a table. Container #6 Chapter 15 – Trying Again Lockbox Key: On the main floor of SWDP – Different. Go up the stairs to the south, then enter the west room and check the counter. Resource Container: Inside the control room, to the right of the main panel. Container #7 Chapter 15 – Trying Again Lockbox Key: On the lower floor of SWDP – Different. Enter the northwest room and check the counter. Resource Container: Open Door 621 using the control panel, then enter the long eastern room with the valves. The final container is on a table near the box.
Tip
Open each container as soon as you find its matching key instead of saving them for later. A few areas become inconvenient or impossible to revisit, and carrying an unused key around is basically Silent Hill’s version of a reminder you forgot something.
Warning
These containers are easy to miss because they are usually tucked into optional rooms. If you are following a full collectible run, treat each key and container as a pair and clear them together before moving on.

Trophy: Save It For The Patients
During the missions “Rounds” and “The Patient”, don’t use any healing items.
Type: Silver
Category: Missable
Unlock Details
Complete Chapter 5 – Zoe: Rounds and Chapter 7 – Zoe: The Patient without using any healing items. These are the only two chapters where you play as Zoe. In Chapter 5, you do not have a melee weapon on a first playthrough, so the safest approach is to avoid enemies whenever possible. On Story difficulty, enemies are not especially dangerous unless they manage to grab you, so keep your distance and run if stealth goes wrong. In Chapter 7, you can obtain a Plank inside the Medical Centre, which gives you a much safer way to deal with enemies while still avoiding healing items. If you miss this on your first playthrough, New Game+ makes the trophy much easier. Zoe can use the Axe, allowing you to kill most enemies quickly or simply guard and avoid unnecessary damage.
Tip
Story difficulty is the best choice for this trophy. Play cautiously, avoid grabs, and do not take risks just to save a few seconds.
Warning
Do not use any healing items during either of Zoe’s chapters. One accidental heal is enough to ruin the attempt.

Trophy: Blur Your Eyes
Collect all of the strange postcards
Type: Silver
Category: Collectible
Unlock Details
Collect all 15 Strange Postcards. These postcards are only found while playing as Simon. Unlike most other collectibles, your progress carries across playthroughs, so anything you pick up stays collected in future runs. The 15 postcards are spread across the game as follows: Postcard #1 Part 1 – Arrival, Chapter 3 Inside VIDEO STAR, west of Town Square, sitting on the counter. Postcard #2 Part 1 – Arrival, Chapter 4 Enter St. Amelia Park from the south, turn left, then check the alley behind building 3 near the dumpster. Postcard #3 Part 1 – Arrival, Chapter 4 At the west end of Farrow Street, attached to the wall. Postcard #4 Part 1 – Arrival, Chapter 4 Inside the apartment building south of building 14. Go to the second floor, enter apartment 1/2, and check the floor near the bed. Postcard #5 Part 2 – Zoe, Chapter 6 In The Wynds, take the alley west of the phone booth and check the stairwell near the boots. Postcard #6 Part 2 – Zoe, Chapter 6 Inside the apartment south of the Medical Centre, leave through the rear exit and check the last shed on the left. Postcard #7 Part 3 – The Patient, Chapter 8 Inside the X-Ray room in the Alternate Medical Centre. Use code 7103 to get inside and check the rear counter. Postcard #8 Part 3 – The Patient, Chapter 8 In Ward W, inside Room 06 on the table. Postcard #9 Part 3 – The Patient, Chapter 8 In Ward P, Room 08. Open the medical cabinet on the wall. Postcard #10 Part 4 – Clara Woods, Chapter 9 At the road split after the street of bodies, take the right path instead of progressing left. Go through the alley and gates into the yard, then check the shed. Postcard #11 Part 4 – Clara Woods, Chapter 10 In the upper-floor apartment, check the dresser drawer in the back-left bedroom. Postcard #12 Part 4 – Clara Woods, Chapter 10 Opposite Atlas Computers, break the store window and grab the postcard from the table inside. Postcard #13 Part 4 – Clara Woods, Chapter 10 In the Overpass area, head to the southeast dead end and look beside the metal cart. Postcard #14 Part 4 – Clara Woods, Chapter 10 In the Upper Brae house, switch to Tape: Tomorrow, leave through the back door, then follow the alley and crouch into the shed. Postcard #15 Part 6 – Simon After opening the vent door past the short ladder, enter the pipe section. Turn right, then left at the four-way split and follow the dead end to the postcard.
Tip
Because postcard progress carries between playthroughs, missing one is not a disaster. You can grab whatever you missed on a later run without recollecting the full set. The postcards also hint at the Sci-fi ending, but collecting them is not actually required to trigger it.

Trophy: Cold Calling
Call all the phone numbers found in St. Amelia.
Type: Silver
Category: Collectible
Unlock Details
Find and call all 13 phone numbers scattered throughout St. Amelia. Most numbers are learned from documents, posters, maps, or other interactable objects. A few are tied to specific characters or locations, so it is best to call each number as soon as you discover it rather than saving everything for later. The 13 required numbers are: 900 – Emergency Services Found at the first phone booth in the Town Square during Chapter 1. 010 – Operator Found on the same Local Services flyer beside the Town Square phone. 100 – Save Yourself Also listed on the same flyer. This is the number used for manual saving. 496 0496 – Tourist Center Printed along the bottom of the map in Shorefront District – South. 496 0244 – The Haldane Hotel Found on Hotel-related documents during Chapter 3. Call it after leaving the hotel. 496 0842 – Unknown During Chapter 3, return to the Town Square and dial 946 first. The call gives you 496 0842, which you can then dial properly during this chapter. 0163 296 0595 – St. Amelia District Council Found on the Water Warning document in Zoe’s House during Chapter 5. This must be called while playing as Zoe. 496 0103 – Zoe Ellis Inside Mr. Stewart’s House during Chapter 5. Inspect the folder beside the answering machine, then call the number while playing as Zoe. 496 0556 – D. Glenn Found on the Medical Security Note outside the Medical Centre. This one is part of story progression. 5353 – Hospital Storage Given automatically by Dr. Glenn during Chapter 7. Use the reception phone to call it. 946 – W H O Dial Back Service Found on the poster inside the telephone booth at the start of Chapter 10. 496 0112 – Unknown Received after calling 946 during Chapter 10. Call it back from the same pay phone. 496 0993 – CEG Lockers Shown on the Locker Barcode clues during the Clara Woods section. Call it before leaving the area.
Tip
Wait for the full conversation to finish and let the call disconnect on its own. Hanging up early can stop the call from being properly counted.
Warning
Some numbers only work with the correct character or while you are still in the area where they are discovered. Treat every new phone number like a tiny missable collectible and call it immediately. Silent Hill is already stressful enough without adding telephone admin to your cleanup run.

Trophy: Future Hardware
Obtain the Pistol-3000.
Type: Bronze
Category: Collectible
Unlock Details
Obtain the Pistol-3000. This weapon only becomes available in New Game+ after you have already completed the Sci-fi ending. When playing as Simon, you can find the Pistol-3000 in the same hidden storage area as the Axe. Near the start of the game, follow the road toward St. Amelia until you pass the row of houses with For Sale signs. Go through the white gate into the storage area, then check the second unit on the right. The weapon is sitting on a table inside. When playing as Richard, the Pistol-3000 can be found later in the Boardroom, sitting on the table beside the Level 3/4 Access Card required for progression.
Tip
Once you have cleared the Sci-fi ending, grab this early on your next New Game+ run. It is far more than just a trophy pickup and can make later combat much easier.
Warning
This is missable and will not appear until the Sci-fi ending has been completed at least once.

Trophy: Here's Simon!
Obtain the Axe.
Type: Bronze
Category: Collectible
Unlock Details
The Axe becomes available in New Game+ after you have completed the game once with any ending. When playing as Simon, head toward St. Amelia near the start of the game. After passing the row of houses with For Sale signs, go through the white gate into the storage area. Check the second-to-last unit on the right. The Axe is sitting on a table inside. When playing as Zoe, you can also find the Axe beside the shed in the first yard you pass before entering Mr. Stewart’s house.
Tip
Grab this as early as possible in New Game+. It gives you another strong weapon option and is easy to pick up without going far out of your way.
Warning
This is missable and does not appear on a first playthrough. You must finish the game once before the Axe becomes available.

Trophy: Observation
Collect 50% of all documents.
Type: Silver
Category: Collectible
Unlock Details
Collect at least 50% of the game’s Clues and Documents. Silent Hill: Townfall contains 85 Clues and Documents in total, which means you need to find 43 of them for this trophy. Both types contribute to the game’s overall Discoveries count. Clues are usually tied to puzzles or progression, while Documents are more often optional notes, emails, and pieces of story information. Because many Clues are required to move forward, you will already collect a good amount naturally. The easiest approach is to thoroughly search rooms, desks, computers, shelves, and side buildings during your first playthrough. If you are already following the collectible route for Thorough Inspection, Observation will unlock automatically along the way.
Tip
Do not stop exploring once this pops. You will eventually need the full set for Thorough Inspection anyway, so consider this the game politely congratulating you for being halfway through the paperwork.

Trophy: Sweeping Signals
Tune into all signals on the CRTV.
Type: Silver
Category: Collectible
Unlock Details
Tune into all 18 CRTV video signals. These signals appear throughout the game and your progress carries across playthroughs, so you do not need to collect all of them in a single run. Only the CRTV channels that display actual video scenes count; enemy-tracking channels are not required. The 18 required signals are: Signal #1 – Around 50 Part 1 – Arrival, Chapter 2 In the hotel room in A Different Place. Signal #2 – Around 60 Part 1 – Arrival, Chapter 2 Also in the hotel room in A Different Place. Signal #3 – Around 45 Part 1 – Arrival, Chapter 3 Available right at the start of the chapter in Shorefront District – South. Signal #4 – Around 17 Part 1 – Arrival, Chapter 4 Tune in while approaching Town Square. Signal #5 – Channel 30 Part 1 – Arrival, Chapter 4 Inside the Pharmacy back room. Interact with the radio, steady the CRTV image, then align the colors correctly. Signal #6 – Around 63 Part 2 – Zoe, Chapter 6 Available immediately after leaving the Clinic. Signal #7 – Around 25 Part 2 – Zoe, Chapter 6 On the second floor of the apartment south of the Medical Centre. Use the radio and complete the CRTV alignment. Signal #8 – Around 28 Part 3 – The Patient, Chapter 8 While playing as Simon, continue until you squeeze through the crack, then interact with the nearby radio. Signal #9 – Around 61 Part 4 – Clara Woods, Chapter 9 Inside the store before progressing past the sign where you collect the Clara Woods map. Signal #10 – Around 62 Part 4 – Clara Woods, Chapter 10 Interact with the metal pipe structure at the Strange Gate at the end of Atlas Way, then tune the CRTV. Signal #11 – Around 67 Part 4 – Clara Woods, Chapter 10 Available after entering the building to the left of CEG Staff Parking. Signal #12 – Around 59 Part 4 – Clara Woods, Chapter 10 Inside 5 South Brae, interact with the radio beside the TV in the living room. Signal #13 – Around 59 Part 4 – Clara Woods, Chapter 10 Tune in immediately after collecting the items from Locker 17. Signal #14 – Around 29 Part 4 – Clara Woods, Chapter 10 Available when leaving the Upper Brae house after completing the tape puzzle. Signal #15 – Around 65 Part 4 – Clara Woods, Chapter 10 Tune in after collecting all three mechanical parts. Signal #16 – Around 42 Part 6 – Simon, Chapter 14 In the main room containing the pillar puzzle, interact with the radio on the desk to the right. Signal #17 – Around 42 Part 6 – Simon, Chapter 14 After crawling through the pipes following the pillar puzzle, enter the room on the left before going down the ladder and use the radio there. Signal #18 – Around 55 Part 6 – Simon, Chapter 15 After squeezing through the wall gap using the JOE key, interact with the radio beside the bed.
Tip
For radio-based signals, focus on stabilizing the image first, then line up the colors using the d-pad. On PS5, you can disable CRTV motion controls in the options if the gyro controls are giving you trouble.
Warning
Several signals only appear during specific chapters or after certain progression triggers, so check the CRTV whenever you enter a new major area or complete an important objective. Missing one is not disastrous since progress carries over, but finding “the one weird TV channel you forgot three playthroughs ago” is very on-brand for Silent Hill.

Trophy: Thorough Inspection
Collect all of the documents.
Type: Gold
Category: Collectible
Unlock Details
Collect every Clue and Document in the game. There are 85 total Clues and Documents spread across all six parts of Silent Hill: Townfall. Clues are usually connected to puzzles and progression, while Documents are often optional notes, emails, photos, and other pieces of story information. You will pick up many of these naturally, but quite a few are hidden in side rooms, optional buildings, computers, drawers, and other easy-to-miss spots. Some also require extra interaction, such as reading multiple emails from the same computer or printing photos before they count. The safest approach is to collect everything during your first full playthrough and thoroughly search each area before moving the story forward.
Tip
Your Clues and Documents also count toward the Discoveries total used for the main endings, so collecting everything works nicely with an ending-focused run.
Warning
Some collectibles are tied to areas you cannot freely return to later. If you are going for the full set, treat every chapter like Silent Hill has hidden one last piece of paperwork somewhere just to spite you.

Trophy: From Scratch
Create 20 new items by combining others.
Type: Bronze
Category: Grind
Unlock Details
Create a total of 20 items by combining other items. A few crafted items are required for story progression, but most of your progress will come from making healing and recovery items during normal play. The easiest option is Sterilized Gauze, which is made by combining Gauze with Alcohol. Alcohol becomes much more common after the early Simon chapters, so this is a good recipe to use whenever you have spare materials. When playing as Simon, you can also craft: Filled IV Bag Combine an Empty IV Bag with IV Fluid. Enhanced IV Bag Combine a Filled IV Bag with Antibiotics. Both IV recipes also count toward the 20-item total.
Tip
There is no need to hoard crafting materials. If you have the ingredients and room to use the item, keep combining things as you go and this should unlock naturally before the end of your trophy cleanup.

Trophy: Missing The Point Entirely
Silence 30 Widows.
Type: Bronze
Category: Grind
Unlock Details
Kill a total of 30 Widows. Widows are the enemy type found during Richard’s section of the game, mainly throughout CEG Tower. There are fewer than 30 Widows available in a single playthrough, so this trophy cannot be finished on your first run. Kill as many as you can during the initial playthrough, then continue adding to the total during New Game+. Your progress is cumulative across playthroughs, so you do not need all 30 kills in one run.
Tip
Clear out the Widows you encounter during Richard’s sections instead of avoiding them. That will reduce how much cleanup you need later in New Game+.

Trophy: Long-Range Masonry
Hit any enemy in the head with a brick from over 15 meters away.
Type: Bronze
Category: Combat
Unlock Details
Hit an enemy in the head with a brick from more than 15 meters away. A reliable setup is available during Part 4 – Clara Woods, Chapter 10: Missing Parts. After the phone call with Richard, pick up the brick near the phone booth, but leave the nearby corpse enemy alive. This enemy works well because it stays in a predictable position. Before attempting the throw, use the phone booth to make a manual save. Next, head down the street past Atlas Computers. Stop around the wall just beyond the row of shopping carts and line yourself up with the tiles on the ground that point back toward the enemy. Aim high, using the light on the awning as your reference point, then throw the brick toward the enemy’s head. Brick throws have a bit of natural spread, so you may need several attempts. If you miss, reload the save and adjust based on where the previous throw landed.
Tip
Do not try to force this during normal combat. The stationary enemy setup makes the distance and headshot requirement much easier to control.
Warning
This is much easier with a manual save available, so avoid attempting it during a no-manual-save run unless you really enjoy making one awkward brick throw far more stressful than it needs to be.
Video Guide: https://www.youtube.com/watch?v=Soo2IrCvHCk

Trophy: Pinpoint Inaccuracy
Land a head shot on any enemy with the Flare Gun from over 10 meters away
Type: Bronze
Category: Combat
Unlock Details
Land a Flare Gun headshot on an enemy from more than 10 meters away. The Flare Gun becomes available while playing as Simon during Chapter 10 – Clara Woods. Because the flare does not travel perfectly straight over longer distances, trying this on a moving enemy can be frustrating. A much easier setup appears shortly after getting the weapon. When you first enter the CEG Locker building, collect the Flare Gun and the South Brae Key. This changes the area and causes new enemies to appear. Use the phone inside the Locker building to make a manual save, then head outside toward the playground. Look up and you should see a corpse enemy hanging from the light above the area. Stand near the playground structure so you are far enough away, aim directly at the enemy’s head, and fire. If the first shot misses, try the second flare. If the enemy dies but the trophy does not unlock, reload your save and try again.
Tip
Use the hanging enemy for this rather than a normal moving target. The Flare Gun has enough sideways drift to turn a clean long-range shot into a small physics experiment.
Warning
Make a manual save before attempting this. If you are working on Reject The Help during the same playthrough, save this trophy for a different run.

Trophy: Pull!
Throw a bottle into the air, and shoot it with the pistol.
Type: Bronze
Category: Combat
Unlock Details
Throw a bottle into the air and shoot it with the Pistol before it hits the ground. This can only be done while playing as Simon, since he has access to the Pistol and can perform the setup outdoors. A good early opportunity appears after obtaining the Pistol and entering the Otherworld version of town. As you head toward the Pharmacy, go through the nearby gate and look for a bottle on the ground to the left. Pick it up, then return to the Pharmacy and make a manual save. Head back outside into an open area with nothing overhead. Aim straight upward and throw the bottle, then immediately switch to the Pistol and shoot it while it is still airborne. The bottle does not fall directly back down on top of you. It drifts slightly forward, so move ahead a little while tracking it with your aim. If you miss, reload the save and try again.
Tip
Do not wait too long before switching weapons. Throw, swap, shoot. The whole thing happens quickly, and trying to admire your bottle toss first is a good way to watch it shatter on the ground.
Warning
If you are attempting Reject The Help on the same run, leave this trophy for another playthrough since the easiest method relies on making a manual save.
Video Guide: https://www.youtube.com/watch?v=IJQ-7n0QcY8

Trophy: For St. Amelia
Reach the "Justice" ending.
Type: Gold
Category: Ending
Unlock Details
Reach the Justice ending. This ending is based on finishing the game with significantly more Discoveries than enemy kills. Discoveries are your collected Clues and Documents; other collectible types and story choices do not appear to affect the result. For the safest route, avoid fighting whenever possible and collect as many Clues and Documents as you can. Most enemies can simply be run past, and locked rooms can sometimes be used to break pursuit. A practical target is around 80 Discoveries while keeping your kill count reasonably low. Some enemies must be killed as part of progression, so do not worry about maintaining a completely pacifist run.
Tip
This ending is missable. Make a manual save before the late-game ending setup so you can reuse the same playthrough for the other endings.

Trophy: Here To Stay
Reach the "Forever" ending.
Type: Gold
Category: Ending
Unlock Details
Reach the Forever ending. Forever requires your Discoveries and enemy kills to finish fairly close together, with Discoveries still slightly higher. A good way to set this up is during New Game+. Progress toward the Justice ending first, then make a manual save during Part 4 – Clara Woods before opening the route to CEG Tower. From that save, begin killing more enemies and stop collecting unnecessary Documents and Clues. Continue until the two totals are much closer together. Make another save during Chapter 15 before turning the red crank. Finish the game and check your ending. If you receive Abandoned instead, reload and collect a few additional Documents while avoiding unnecessary kills during the final section.
Tip
This is the trickiest of the three main endings because you are trying to balance two counters instead of heavily favoring one.
Warning
The exact cutoff between Forever and the other endings is not clearly defined, so keeping a late-game manual save is highly recommended.

Trophy: Just Making Things Worse
Reach the "Abandoned" ending.
Type: Gold
Category: Ending
Unlock Details
Reach the Abandoned ending. This is the easiest main ending to force. Finish the game with more enemy kills than Discoveries. A simple method is to kill most enemies you encounter while ignoring optional Clues and Documents. Your first collectible-focused playthrough can also naturally produce this ending if you are clearing enemies aggressively enough. If you somehow finish the other endings first, you can combine this with a fast cleanup run by killing enemies in your path and collecting only what is required for progression.
Tip
If Justice is the “read everything and avoid trouble” route, Abandoned is basically Simon deciding that subtlety is somebody else's problem.
Warning
This ending is missable because your final result depends on the balance between kills and Discoveries.

Trophy: Let's Talk This Out
Reached the "Dog" ending.
Type: Silver
Category: Ending
Unlock Details
Reach the Dog ending. This ending is exclusive to New Game+ and requires finding three special coins and placing each one into a dog bank during the same playthrough. Bronze Coin: During Part 1 – Arrival, Chapter 1, head to the Video Star store in Shorefront District – South. The Bronze Coin is in the small back room. Dog Bank #1: Return toward Main Street and place the Bronze Coin into the Guide Dogs for the Blind bank near the Pharmacy. Silver Coin: During Part 4 – Clara Woods, Chapter 9, head to the backyard near the intersection where one of the Strange Postcards was located during the first playthrough. Dog Bank #2: During Chapter 10, after obtaining the bolt cutters, enter the laundromat building behind the post service area and place the Silver Coin into the second dog bank. Gold Coin: During Part 6 – Simon, Chapter 15, when using the panel to unlock the valve door, also unlock Door 793. The Gold Coin is inside on the console. Dog Bank #3: After dropping the container and continuing through the next area, reach the four-way intersection with red lighting. Follow the hallway to the end and place the Gold Coin into the final dog bank. After all three coins have been deposited, continue through the final boss and approach Richard at the end of the pier to trigger the Dog ending.
Warning
This ending can only be earned in New Game+, and missing one of the coins or banks will prevent it from triggering.

Trophy: Sci-fi-lent Hill
Reached the "Sci-fi" ending.
Type: Silver
Category: Ending
Unlock Details
Reach the Sci-fi ending. This is another New Game+ exclusive ending. You need to inspect three specific books, solve a hidden door puzzle to obtain the Strange Access Card, then use that card late in Chapter 15. Step 1: During Part 1 – Arrival, Chapter 3, enter Zoe’s House and inspect the book beside the bed titled History of Space Flight, 1952 – 1992. Step 2: During Part 2 – Zoe, Chapter 6, enter the hotel after accepting Richard’s gift and go upstairs to the unusual button door. Enter the following sequence: Bird Tree Planet Bird Three-Legged Triangle Satellite Satellite Fish Rocket Planet Dog Pillar If numbered left-to-right and top-to-bottom, the sequence is: 21, 17, 9, 21, 12, 24, 24, 5, 9, 1, 14 After opening the door, collect the Strange Access Card near the elephant statue. Step 3: During Part 4 – Clara Woods, Chapter 10, after speaking with Richard on the phone, enter the store at the southwest corner of Atlas Square and inspect Freeze Me / Wake Me – Elias Fisher. Step 4: During Part 6 – Simon, Chapter 15, unlock Door 621 while working with the valve control panel. Inside, inspect A Map of Nowhere Else – The Future of Interstellar Travel. Step 5: Later in the red hallway section, just before the doorway where Simon removes his IV, use the Strange Access Card on the keypad to the left. Continue through the next door and the Sci-fi ending will trigger immediately, skipping the normal final boss and ending sequence.
Tip
The Strange Postcards hint at this route, but you do not actually need to collect them to unlock the ending.
Warning
Because this ending triggers before the final boss, make a manual save beforehand if you are also setting up Justice, Forever, or Dog on the same New Game+ run.

Trophy: Alarmingly Effective
Successfully distract an enemy by setting off a car alarm.
Type: Bronze
Category: Misc
Unlock Details
Distract an enemy by triggering a car alarm. Standard cars found in outdoor areas can have their alarms set off by attacking them with a melee weapon or by hitting them with a thrown Bottle or Brick. Find a car with enemies nearby, trigger the alarm, and wait for an enemy to react and move toward the vehicle. The trophy unlocks once the distraction successfully registers.
Tip
Throwing a Bottle or Brick is the safer option because you can trigger the alarm from a distance and avoid standing right beside the world’s loudest invitation to every nearby enemy.

Trophy: Fleeting Visit
Finish the game in under 4 hours.
Type: Silver
Category: Misc
Unlock Details
Finish the game with a total playtime under 4 hours. The time limit is generous. A focused run that sticks to required objectives can be finished comfortably in under 2 hours, while even a run that still collects Documents can stay well below the 4-hour requirement. Turn on Show Time Played under Game Options so you can keep an eye on your pace. The timer stops while the game is paused, which means you can safely pause to check puzzle solutions or your next objective without losing time. You still need to complete all mandatory puzzle steps and collect any key items or Clues required for progression. Knowing the final answer to a puzzle is not enough if the game expects you to gather its related items first.
Tip
Skip optional exploration, avoid unnecessary fights, and move directly between story objectives. If you already know the puzzle routes from an earlier playthrough, the 4-hour limit should leave plenty of room for mistakes.
Warning
This trophy is missable, so keep the in-game timer visible and avoid spending too long in menus that do not pause the clock.

Trophy: Isolating Experience
Wait in a hiding spot for 60 seconds.
Type: Bronze
Category: Misc
Unlock Details
Stay inside a hiding spot for 60 seconds without leaving. Hiding spots become available once enemies start appearing during Simon’s sections. These include places like closets or specific doorways and enclosed spaces that let you hide from nearby enemies. Enter any valid hiding spot and remain there for a full minute. You do not need an enemy actively searching for you, so this is easiest to do whenever you find a safe hiding place.
Tip
Once you are inside, just leave Simon alone for 60 seconds and let the trophy take care of itself. For once, standing completely still in Silent Hill is actually the correct strategy.

Trophy: Lured Off Track
Distract 20 Enemies with a bottle.
Type: Bronze
Category: Misc
Unlock Details
Distract enemies with bottles a total of 20 times. Bottles start appearing once you reach the sections where Zoe can use them, and they continue showing up throughout the rest of the game for the other characters as well. Pick up a bottle, throw it near an enemy, and let the sound pull them toward the landing spot. Each successful distraction counts toward the total. You do not need all 20 in one playthrough, as progress carries across runs.
Tip
Use bottles whenever you see an easy opportunity instead of saving them. They are common, and steady progress here is much better than realizing at the end that you still owe Silent Hill 12 more thrown bottles.

Trophy: Static Distractions
Distract 10 Enemies with a radio in the world.
Type: Bronze
Category: Misc
Unlock Details
Distract enemies with environmental radios 10 times. Starting in Chapter 4, you will begin finding radios that can be switched on to attract nearby enemies. Once activated, enemies will move toward the sound until the radio shuts itself off. Use these radios to successfully distract enemies a total of 10 times. The total is cumulative across playthroughs, so there is no need to finish all 10 during a single run.
Tip
Whenever you find a radio with enemies nearby, use it before moving on. Treat every radio as free progress and you should avoid having to farm this later.

Trophy: A Long Night Ahead
Report to Dr. Glenn at the Medical Centre.
Type: Bronze
Category: Story
Unlock Details
Continue through Zoe’s section until you reach the Medical Centre. This happens during Part 2 Zoe, near the end of Chapter 5. Once Zoe reaches and enters the Medical Centre as part of the story, the trophy will unlock automatically.

Trophy: Can't Change Things
Exhaust the options in the Alternate Facility.
Type: Bronze
Category: Story
Unlock Details
Keep progressing through the Alternate Facility until you complete its final required puzzle. This occurs during Part 6 Simon, near the end of Chapter 15. Finish the last puzzle in SDWP – Different and the trophy will unlock as part of the story.

Trophy: Eraser
Defeat the Weight.
Type: Bronze
Category: Story
Unlock Details
Defeat the Weight during Simon’s final confrontation. This happens during Part 6 Simon, in Chapter 16. Once you finish the final boss fight, the trophy will unlock automatically.
Tip
If the fight gives you trouble, take your time learning its attack patterns instead of trying to force damage. Final bosses tend to punish impatience more than anything else.

Trophy: Find Yourself
Make it back to the office on the 10th Floor.
Type: Bronze
Category: Story
Unlock Details
Progress through Richard’s section until you make it back to the office on the 10th Floor. This takes place during Part 5 Richard, near the end of Chapter 13. Once you obtain the CEO Access Card and continue through the required story sequence, the trophy will unlock.

Trophy: Key To The Castle
Unlock the path to CEG Tower.
Type: Bronze
Category: Story
Unlock Details
Continue Simon’s story until you open the route leading to CEG Tower. This happens during Part 4 Clara Woods, near the end of Chapter 10. Once the gate is opened and the path forward becomes available, the trophy will unlock automatically.

Trophy: Many Into One
Accept the transfusion in the Alternate Medical Centre.
Type: Bronze
Category: Story
Unlock Details
Progress through Simon’s section of the Alternate Medical Centre until you reach the final transfusion puzzle. Complete the transfusion sequence during Part 3 The Patient, near the end of Chapter 8, and the trophy will unlock as part of the story.

Trophy: Reliving A Nightmare
Complete New Game Plus (any difficulty).
Type: Silver
Category: Story
Unlock Details
Complete a full New Game+ playthrough on any difficulty. New Game+ becomes available from the main menu after finishing the game once. Start a new run using that option and complete the story again to unlock the trophy. New Game+ does not carry over your normal gameplay equipment, so weapons and other items need to be collected again. Its main purpose is giving you access to the New Game+ exclusive Dog and Sci-fi endings. You can also gain access to the Axe and Pistol-3000, with the Pistol-3000 becoming available after completing the Sci-fi ending once.
Tip
Since you need New Game+ for the extra endings anyway, this trophy should come naturally while working through the rest of the ending requirements.

Trophy: Resignation
At the Shorefront Family Clinic, show Zoe you understand.
Type: Bronze
Category: Story
Unlock Details
Continue through Simon’s story until you reach the Shorefront Family Clinic. During Part 1 Arrival, Chapter 4, you will eventually need to complete the scale puzzle as part of the main objective. Finish the puzzle and continue forward to unlock the trophy.

Trophy: The Patient
Tend to the Patient.
Type: Bronze
Category: Story
Unlock Details
Continue through Zoe’s section of the Medical Centre and complete the required puzzle sequence. This happens during Part 3 The Patient, near the end of Chapter 7. Once you finish the Medical Centre objectives as Zoe, the trophy will unlock automatically.

Trophy: Welcome To St. Amelia
Escape the Otherworld and return to the town square.
Type: Bronze
Category: Story
Unlock Details
Keep progressing through the opening chapters until Simon makes it back to the town square. This happens naturally during Part 1 Arrival, near the end of Chapter 2. Once you make it out of the first Otherworld section and return to St. Amelia, the trophy will unlock automatically.

For your first playthrough, focus on experiencing the story naturally while collecting every possible trophy-related collectible. Follow the collectible route closely, because Townfall tracks collectible progress across playthroughs and you will eventually need everything at least once.
This is also the easiest time to aim for the Abandoned ending. Kill the enemies you encounter while thoroughly exploring each area and collecting all available Clues, Documents, and other required collectibles. Townfall moves between open exploration sections and more linear sequences, so make sure you finish your searching before pushing too far into the next major area.
If you want to save yourself an extra playthrough, you can also complete Reject The Help here by avoiding manual saves after the first required one. Autosaves still work normally, so this is much easier than a traditional no-save run. Story Mode also gives you plenty of healing, which makes the attempt very manageable.
Once the first playthrough is complete, begin New Game+. This run is where you should work toward the Justice ending while also preparing the Dog and Sci-fi endings.
The biggest difference this time is how you handle enemies. Kill as few as possible while recollecting every available Clue and Document. These Discoveries, combined with your enemy kill count, determine the main endings, so choices elsewhere in the story do not matter for this part.
This is also an excellent playthrough for the under-four-hour speedrun trophy. Turn on Show Time Played under Game Options so you can track your pace. The timer pauses while the game itself is paused, but continues during cutscenes and other menus, so skip cutscenes and move efficiently through areas you already know.
After reaching the Justice ending, use your prepared manual saves to work through the remaining endings rather than starting over each time. Reload the appropriate saves to complete the Dog, Sci-fi, and Forever endings.
Because the two joke endings require New Game+, this is why at least two full playthroughs are necessary. Your first run handles the collectible-heavy Abandoned route, while New Game+ gives you access to the ending setups that are unavailable during the initial playthrough.
The ending requirements are tied primarily to Discoveries and enemy kills, so carefully preserve any important saves before the final sections. A few well-placed manual saves can save you several hours of replaying the same areas.
If you did not complete Reject The Help during your first playthrough or the four-hour speedrun during New Game+, you can combine both into one final cleanup run.
A focused playthrough that ignores unnecessary side areas, solves only required puzzles, and deals with enemies efficiently can be completed in under two hours, giving you plenty of breathing room for the four-hour requirement.
If you attempted Reject The Help on your first run, leave Long-Range Masonry, Pinpoint Inaccuracy, and Pull! for New Game+ or cleanup. These are better attempted with a manual save available so you can retry without risking the no-manual-save trophy.
Townfall may look intimidating because of the multiple endings and collectible requirements, but most of the work carries across playthroughs. Once the first thorough run is finished, the remaining runs are much faster and mostly come down to ending setup, smart save management, and remembering that Silent Hill apparently considers one traumatic ending insufficient.
Completion Video Playlist
3 videos
Silent Hill Townfall All Collectible Locations (100% Walkthrough)