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 purely determined by how many enemies you kill during a playthrough vs how many discoveries (Clues and Documents) you picked up during a playthrough. Other choices made or other collectible types do not matter for these endings, nor does time played, healing items used, etc. All normal endings only specifically affect the final scene before the credits. There aren’t any differences in other scenes or gameplay progression before reaching the ending.
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 Kills than 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. 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 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, avoiding killing enemies while collecting all Documents and Clues. When reaching Part 6: Simon – Chapter 15: Trying Again, progress until you reach the point where you need to turn the red crank to release the container. Make another manual save.
- Complete the game normally to trigger the Justice ending.
- Reload previous manual save and trigger the Sci-fi ending, then reload again to trigger the Dog ending.
- Reload the manual save you made in Step 3. Go around the Clara Woods area and kill 10 enemies.
- Progress through the rest of the game ignoring all documents where possible, kill all possible enemies as Richard and Simon.
- When you reach the point in Chapter 15: Trying Again where you need to turn the crank 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 slightly more Discoveries than Kills 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 significantly more Discoveries than Kills at the end of the game. This is somewhat lenient, as you can have upwards of 50 Kills during a playthrough as long as you have around 80 Discoveries. You are required to kill around 20 enemies during a playthrough (corpse enemies that run at you starting in Clara Woods cannot be avoided) so you have around 30 enemy kill leeway during a playthrough if you end up with enemies stuck in areas where you need to do puzzles or pick up items.
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 only slightly more Discoveries than Kills at the end of the game. Currently it is not known exactly how close this must be, but if you are completing the endings as specified above you should aim for these to be as close as possible without going over by killing enemies and ignoring collectibles starting from the end of Part 4: Clara Woods – Chapter 10: Missing Pieces before using the Constructed Mechanical Device to open the gate to CEG Tower.
To be safe, you can make a save in Chapter 15: Trying Again where you need to turn the crank at the end of the area. If you complete the game and receive either 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 only more Kills than Discoveries at the end of the game. This seems to be effectively guaranteed to occur if you end up getting more Kills than Discoveries during a playthrough, so if you do a playthrough where you ignoring all collectibles that aren’t required for progression or if you kill every single possible enemy during a playthrough, 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 the 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, 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.



































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