Silent Hill Townfall contains 5 endings. The endings unlock the following trophies & achievements:
- For St. Amelia
– Reach the “Justice” ending - Here To Stay
– Reach the “Forever” ending - Just Making Things Worse
– Reach the “Abandoned” ending - Let’s Talk This Out
– Reach the “Dog” ending - Sci-fi-lent Hill
– Reach the “Sci-fi” ending
What Determines the Endings in Silent Hill Townfall
The first three endings (Justice, Forever, Abandoned) are the game’s “main” endings, available on first playthrough. These are determined by a point based system, dependent on multiple factors. Thank you to CrazyDude1994 / CrazySerega on PSNP / Reddit for finding out this information.
Actions you take as Simon and Zoe contribute to a point total, which determines the ending you get.
- Getting over 20 points at the end of the playthrough gives the Justice ending.
- Getting between 0 and 19 points at the end of the playthrough gives the Forever ending.
- Getting below 0 points at the end of the playthrough gives the Abandoned ending.
Points are determined by multiple factors.
- Discoveries (Clues & Documents) add +1 point
- Enemies kill as Simon (not as Richard or Zoe) take away -2 points
- Cannula Refills (revives as Simon) take away -4 points
- Mistakes as Zoe in Chapter 7: The Patient (that damage Zoe’s health during the puzzles) take away -3 points
All kills as Zoe and Richard DON’T count toward the point total, but they DO count toward the Kills statistic at the end of the playthrough. So you should keep track of your kills manually (write them down), instead of relying on the endscreen stats. Other dialogue choices, time spent during a playthrough, or healing items used do not contribute toward the point total.
The final two endings (Dog and Sci-fi) are the game’s “joke” endings, exclusive to New Game+ playthroughs. They come from interacting with specific items during the playthrough, and override the other three “main” endings. The Dog ending occurs during the final scene in the same way as the main endings, but the Sci-fi ending occurs earlier and results in skipping the final boss.
How to Get All Endings in 2 Playthroughs
Because of how the endings work and only being able to do the joke endings in NG+, you need to do a minimum of two full playthroughs, but can then set up 4 of the endings in the NG+ playthrough with some specific manual saves. Doing all of them in NG+ also allows you to earn Reject The Help
for not manually saving during your first playthrough. If you don’t want to do that first playthrough or don’t want to try doing the speedrun while setting up all other endings, you can do an extra third playthrough to earn speedrun and no manual saving, which can be done in under 2 hours.
To set up all endings in two playthroughs:
- Complete first playthrough collecting every single collectible, while killing all possible enemies you encounter. This will always result in having more negative points from Kills than positive points from Discoveries, guaranteeing that you get the Abandoned ending. Follow the Silent Hill Townfall Collectible Guide for this step, it includes everything chronologically.
- Start New Game+ playthrough, avoid killing all enemies where possible as Simon. Recollect all Documents and Clues (other collectibles don’t matter) while completing steps for the Sci-fi and Dog endings. Try to move as fast as possible to be under the speedrun time of 4 hours. Pausing the game stops the timer.
- When playing as Zoe do not make any mistakes during Chapter 7: The Patient. You can save before the puzzles in the Surgery room, then reload if you mess up to avoid getting negative points.
- When reaching Part 4: Clara Woods – Chapter 10: Missing Parts, complete all progression steps up to the point where you create the Constructed Mechanical Device used to open the gate to CEG Tower. Make a manual save here.
- Continue the story while collecting all Documents and Clues. You can kill enemies while playing as Richard.
- When reaching Part 6: Simon – Chapter 15: Trying Again, progress until you reach the point where you need to enter the Clamp Release instructions before turning the red crank. Make another manual save.
- Complete the game normally while avoiding killing enemies in the final boss room to trigger the Justice ending.
- Reload previous manual save and trigger the Sci-fi ending, then reload again to trigger the Dog ending.
- If you have multiple IV Bags, reload to the save made in Step 6 and die multiple times and use the IV bag to revive. Make another save before doing the Clamp Release puzzle, then try to complete the ending.
- If you don’t receive the Forever ending, reload to the Step 9 save. If you still received Justice then kill enemies in the final boss fight.
- If you don’t receive the Forever ending, reload the manual save you made in Step 4. Go around the Clara Woods area and kill 10 enemies. Make a new manual save.
- Progress through the rest of the game ignoring all documents where possible, kill all possible enemies as Simon.
- When you reach the point in Chapter 15: Trying Again where you need to enter the Clamp Release puzzle, make another manual save just in case.
- Complete the story, killing enemies that are present in the final boss room.
- If you complete the game and receive the Abandoned ending again, reload the previous save and collect a couple documents in the area, and avoid killing enemies during the final boss. When you complete the game with the required number of points you will get the Forever ending.
Ending 1: Justice
Trophy: For St. Amelia
– Reach the “Justice” ending.
This is the “good” ending for the game, and results from completing a playthrough with over 20 positive points at the end of the playthrough. When specifically aiming for this it is quite lenient, as you can do a speedrun while collecting all Documents/Clues (85 points) while only killing around 20 required enemies (-40 points) so you have an extra 20 kills while playing as Simon you can work with, as long as you don’t use any revives (-4 points) or make any mistakes as Zoe in The Patient (-3 points).
During the playthrough you can just ignore most enemies and run by them. If you are very quick moving through areas, enemies will quickly lose track of you. If you ever have an enemy following you into an indoor area, you can go into a bathroom or other location where there is a lock on the door and lock it behind you, then the enemy chasing you should typically give up and go back to their original spot after a short period.
During the final section of the game you can use the Flare Gun to shoot the large unkillable enemy to stun it and then just run by it, you can generally do this and ignore all other enemies because they will either also be distracted by the flare or be too slow to catch you.
During the final boss you can also shoot it with the flare to stun it, then run up and shoot it twice with the shotgun before running moving away. You can do laps of the boss arena picking up more flare ammo and lead the enemies around. If you end up doing this after unlocking the Pistol-3000 from the Sci-fi ending, then you can just shoot the final boss with that while ignoring the enemies, as it will damage it quickly enough that you typically don’t need to deal with the enemies.
Ending 2: Forever
Trophy: Here To Stay
– Reach the “Forever” ending.
This is the “normal” ending for the game, and results from completing a playthrough with between 0 and 19 positive points at the end of the playthrough. This is the hardest ending to get, as you have a 20 point window that isn’t able to be tracked in-game to get this ending. If you are doing this in 2 playthroughs, then you can get this ending with manual saves during the same playthrough you attempt the Justice ending, by reloading in the final section of the game and getting extra kills/revives.
To be safe, you can make a save in Chapter 15: Trying Again where you enter the Clamp Release instructions before turning the crank at the end of the area. If you complete the game and receive the Abandoned ending, collect a few of the documents in the final area, then avoid killing the enemies during the final boss.
Ending 3: Abandoned
Trophy: Just Making Things Worse
– Reach the “Abandoned” ending.
This is the “bad” ending for the game, and results from completing a playthrough with below 0 points at the end of the playthrough. This is effectively guaranteed to occur if you kill every possible enemy as Simon, so if you do a playthrough where you ignore all collectibles that aren’t required for progression then you will receive this ending.
If you manage to complete all other endings without earning this, then you can complete a speedrun playthrough while killing every enemy in your way (which is the fastest way to complete the game) while only picking up collectibles required to progress puzzles.
Ending 4: Dog
Trophy: Let’s Talk This Out
– Reached the “Dog” ending.
This is one of the “joke” endings exclusive to New Game+. It results from picking up three coins and placing them in dog banks over the course of a playthrough in New Game+. These coins are only present during NG+, but do not have any other requirements to appear. When you place all three coins in the banks over the course of NG+ this ending will trigger after the final boss instead of the normal endings when you walk to Richard at the end of the pier.
Step 1 – Part 1: Arrival – Chapter 1: Cold Open
Key Item: Bronze Coin
Area: Shorefront District – South
Walk all the way down the road to the Video Star store. In the small back room on a shelf you can find this.
Dog Ending: Bank 1
Area: Shorefront District – South
Go back to Main Street and just before the Pharmacy there is a Guide Dogs for the Blind bank you can interact with. Stick the Bronze Coin into the bank.
Step 2 – Part 4: Clara Woods – Chapter 9: Begin Again
Key Item: Silver Coin
Area: Clara Woods
When entering Clara Woods, go up the street to the intersection, then to the right (you are going to the same backyard where a Strange Postcard was located first playthrough). In the backyard on the shelf you can pick up the Silver Coin.
Step 3 – Part 4: Clara Woods – Chapter 10: Missing Parts
Dog Ending: Bank 2
Area: Clara Woods > Ground Level
After obtaining the bolt cutters, go through the door behind the post service building to the laundromat building (where a Strange Postcard was located previously). Inside there is another dog where you can place the Silver Coin.
Step 4 – Part 6: Simon – Chapter 15: Trying Again
Key Item: Gold Coin
Area: SWDP – Different
When you reach the step where you need to unlock the door to the valve with the panel, also unlock door 793. Go to this room in the lower area and the coin is on the console.
Dog Ending: Bank 3
Area: SWDP – Different
After finishing all the steps and dropping the container, follow the path to the next area. When you reach the four way split with the red lights in front of you, go all the way to the end of the hallway where you can find another dog bank. Interact with it and place the Gold Coin.
This triggers the Dog ending after beating the final boss.
Ending 5: Sci-fi
Trophy: Sci-fi-lent Hill
– Reached the “Sci-fi” ending.
This is one of the “joke” endings exclusive to New Game+. It results from completing a puzzle for an item and then interacting with three books over the course of a playthrough in New Game+. The Strange Postcard collectibles you need to collect for Blur Your Eyes
are hinting at the steps for this ending, but collecting them is not actually required to trigger the ending. When you interact with all three books and then place the collected item in a keypad at the end of “Part 6: Simon – Chapter 15: Trying Again”, the ending triggers immediately after the next cutscene, skipping the normal ending section and final boss.
Step 1 – Part 1: Arrival – Chapter 3: A Connection
Sci-fi Ending Step 1: Strange Book 1
Area: Shorefront District – South
Inside Zoe’s House, go into the bedroom and then to the left of the bed you can inspect a book on the floor “History of Space Flight, 1952 – 1992”.
Step 2 – Part 2: Zoe – Chapter 6: Journey to Medical
Sci-fi Ending Step 2: Door Puzzle
Area: Shorefront District – South
After interacting with the box to accept Richard’s gift, go into the hotel and upstairs where there is a door with buttons on it, corresponding to the hints given by the Strange Postcards.
Press Bird, Tree, Planet, Bird, three-legged triangle, Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar.
Numbering the buttons left to right, top to bottom, then the order is: 21, 17, 9, 21, 12, 24, 24, 5, 3, 9, 1, 14.
If you mess up the order the buttons all reset, and you can try again from the start of the sequence.
Key Item: Strange Access Card
Area: Shorefront District – South
After opening the door, pick this up from the corner by the elephant statue.
Step 3 – Part 4: Clara Woods – Chapter 10: Missing Parts
Sci-fi Ending Step 3: Strange Book 2
Area: Clara Woods > Ground Level
After the phone call with Richard, go into the store on the southwest corner of Atlas Square and in the left corner as soon as you enter you can inspect a book on the shelf “Freeze Me / Wake Me – Elias Fisher”.
Step 4 – Part 6: Simon – Chapter 15: Trying Again
Sci-fi Ending Step 4: Strange Book 3
Area: SWDP – Different
When you reach the step where you need to unlock the door to the valve with the panel, also unlock door 621. In this room beside the Resource Container on the table you can inspect the book “A Map of Nowhere Else – The Future of Interstellar Travel”.
Sci-fi Ending Step 5
Area: SWDP – Different
After progressing through the red hallways and right before the doorway that triggers the scene where Simon pulls out his IV, there is a keypad on the left before the door. Interact with it and use the Strange Access Card. This triggers the Sci-fi ending immediately when going through the next door, after the scene where Simon pulls out his IV.
For any other cleanup check out the Silent Hill Townfall Trophy Guide & Roadmap, and Collectible Guide.



































illusionOS says
Want to make a correction on the UFO puzzle for the door in the hotel. While the correctly named the buttons is in order, in the number sequence, the rocket button (3) is missing so the correct number sequence is 21, 17, 9, 21, 12, 24, 24, 5, (3) 9, 1, 14.
Gage says
Updated, thank you for pointing that out!
angelbless45 says
I tried multiple things but Forever endings seems to be the hardest one to plan. I got 82 Discoveries and 80 Kills, still no trophy. 83/77 no trophy, 82/84 no trophy. My take is that this trophy is for low amount of Discoveries and Kills.
Gage says
At launch the only other information I had seen was that it possibly requires under 60 kills, and going over 60 guarantees that you get Abandoned ending. The way I specify to do the endings in the guide with the two playthroughs you should end up with mid 50s for both stats, which would be under that amount, so that could be it since you are going over 60 kills.
Agares says
I got it with 83/65
TheResplendency says
Thought I’d leave a comment here in case it’s helpful for those trying to get the Forever ending. I achieved the Forever ending on my first playthrough, having found all 85/85 discoveries and having killed 87 enemies. That unlocked the Forever ending for me.
I have screenshots to prove it, in case no one believes me for some reason.
This seems to be the most finicky ending to achieve; we need more concrete numbers on it, as I was surprised to achieve it having killed slightly more enemies than clues discovered.
Samuel says
For anyone struggling with forever ending. I ended up with 84 discoveries and 46 kills and got it. So, no. Doesn’t have to be close. Just kill all the enemies you have to (around 35) then before doing the very last puzzle kill all enemies where the weight is. In the boss room, kill all small enemies as well. Don’t pick up the very last discovery the patch on the beach and you will get it. I did exactly this and got it. Now I only need “reject the help” trophy and I have platinum.
cheesycrusts says
If this helps anyone, I just got the Forever ending with 84 discoveries (didn’t collect the crew patch in chapter 17), 75 kills total (including kills as Zoe and Richard), 6 cannula refills, and no mistakes during Zoe’s hospital segment. Pretty much followed Samuel’s advice above but with the addition of allowing myself to be killed and revived 6 times.
Before attempting the Forever ending from chapter 15, I had found all 85 discoveries, had 64 kills total, no cannula refills, and no mistakes as Zoe, which got me the Justice ending.
Salami Joe says
Another Forever ending tip: I did a separate speed-run/no-save playthrough on story mode, and it was really easy to keep track of how many docs I picked up since I could skip most of them. I only grabbed the required ones and ended up with around 15. And you can grab more if you kill anything. If you’re already doing a separate speed-run anyway, I highly recommend doing it there.