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Home » Trophy Guides » Silent Hill Townfall Trophy Guide & Roadmap

Silent Hill Townfall Trophy Guide & Roadmap

September 21, 2026 by Gage Leave a Comment

Silent Hill Townfall Trophy Roadmap

  • Estimated trophy difficulty: 4/10
  • Approximate amount of time to platinum: 15-25 hours
  • Offline Trophies: 37 (1trophy, 5trophy, 9trophy, 22trophy)
  • Online Trophies: 0
  • Number of missable trophies: 17 – Trophies are missable due to no chapter select and no free-roam, but cumulative trophies count between playthroughs
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No, can do everything on lowest difficulty “Story Mode” and lowest puzzle difficulty “Hinted”.
  • Hardest Trophy: Fleeting Visit trophy
  • Minimum Playthroughs: 2 full playthroughs and 3 partial playthroughs with specific manual saves for endings
  • PS4/PS5 Autopop, Save Transfer, Crossbuy: No, game doesn’t have a PS4 version
  • Free-Roam / Level Select after Story?: No, there is no Chapter Select and no Free-Roam, you must reload a save to go to previous chapters, or start a new playthrough
  • New Game+ Mode?: Yes, and progress toward cumulative trophies is also saved between playthroughs
  • Supports Manual Saves?: 1 Autosave Slot + 20 Manual Save Slots
  • Release Date: September 22, 2026 (Deluxe Edition) / September 24, 2026 (Standard Edition)

Introduction

Welcome to the Silent Hill Townfall Trophy Guide! Townfall is a brand new Silent Hill experience created by developer Screen Burn (previously named No Code) and Annapurna Interactive, part of Konami’s initiative to revive the series along with previously released games Silent Hill 2 Remake and Silent Hill f. Unlike the previous two games, Townfall is played from a first person view, with a wholly original story taking place in a fictional town in Scotland, completely unconnected from any previous game in the series.

Trophy and gameplay wise it’s structured similarly to Silent Hill 2 Remake, having sections of the game that allow you to explore the main town areas and look for collectibles before progressing, but then at times becomes quite linear. A full playthrough can be completed in under 2 hours when ignoring side areas (the 4 hour speedrun requirement is very lenient). You are required to collect every possible collectible at least once, but all progress toward this is tracked between playthroughs, along with some cumulative combat and stealth-related trophies.

Main endings in Townfall are related to how many Discoveries (Clues and Documents) you pick up in a playthrough versus how many enemies you’ve killed, other choices do not matter. You need to play a full New Game+ playthrough for the “Joke” endings, which means at least two full playthroughs are required with some specific manual saves and replaying the end of the game, but if you prefer you can also do a third speedrun playthrough for trophies related to the speedrun and no manual saving.

Step 1: “Abandoned” Ending + All Collectibles + (Optional) No Manual Saves [8 Hours]

Your first step will be to complete a playthrough collecting every possible trophy related collectible, while killing all enemies and not manually saving. The trophy Reject The Help trophy requires you to complete a full playthrough without triggering a manual save (after the first one required to progress). The game still autosaves, so this isn’t a “no save” playthrough, meaning it is still fairly easy to do this. The game frequently saves during gameplay while progressing chapters or completing objectives so you are only going long periods without saving while exploring the town area, but on the Story Mode difficulty there is an abundance of healing items so it is quite difficult to die. If you prefer you can do this in an extra playthrough at the end along with the speedrun.

If you are aiming to do No Manual Saves on your first playthrough you will need to leave the miscellaneous trophies Long-Range Masonry :bronze:, Pinpoint Inaccuracy :bronze: , and Pull! :bronze: for New Game+, as you’ll want to manually save before attempting these.

Killing all possible enemies will guarantee that you trigger the Abandoned ending this playthrough, which is the easiest one to do while collecting all extra collectibles.

Step 2: “Justice” Ending Speedrun recollecting all Clues/Documents while setting up “Dog” and “Sci-fi” Endings [3 Hours]

Now after the first playthrough, you can start a New Game+ playthrough which will allow you to set up both “joke” endings (Dog & Sci-fi), along with the other two main endings that are dependent on having a lower number of enemy kills. You will need to kill as few enemies as possible while recollecting every possible Clue/Document as these are related to the Discoveries statistic that determines the endings (every other collectible you obtained in the first playthrough doesn’t matter). You can refer to the Endings Guide for more specific instructions on how to set up all endings.

You should also aim to complete this playthrough in under 4 hours for the speedrun requirement. You can turn on a timer display in Game Options > Show Time Played. This is the same timer that is displayed on your saves. This timer stops when you are in the pause menu, but continues in every other menu and during cutscenes, so be sure to skip all cutscenes.

If you need a reminder on Puzzle Solutions you can check them here to save time: Silent Hill Townfall All Puzzle Solutions (Speedrun).

Step 3: Reload saves to complete “Dog”, “Sci-fi”, and “Forever” Endings [2 Hours]

After you have completed the Justice ending as outlined in the Endings Guide, you will need to reload your saves to complete the two NG+ endings along with the final main ending.

(Optional) Step 4: Speedrun and No Manual Saves Playthrough [2 Hours]

If you chose not to do the No Manual Saves or Speedrun during the previous playthroughs, you can combine both of them now in a final third playthrough. While only doing progression required puzzles and killing all enemies in your way you can complete this playthrough in under 2 hours, well under the speedrun requirement of 4 hours.

Useful Tips, Tricks and Guides:

  • Collectible Guide
    • Part 1: Arrival
    • Part 2: Zoe
    • Part 3: The Patient
    • Part 4: Clara Woods
    • Part 5: Richard
    • Part 6: Simon
    • New Game+
  • Endings Guide
  • Puzzle Solutions (Speedrun Walkthrough)
  • Clues & Documents
  • Phone Numbers
  • Strange Postcards
  • CRTV Signals
  • Resource Containers

Silent Hill Townfall Trophy Guide

Doing The Right Thing
Collect all other trophies in the game.
Earn all other trophies in Silent Hill Townfall to unlock Platinum (no DLC required).
Welcome To St. Amelia
Escape the Otherworld and return to the town square.
Story-related, cannot be missed.

This trophy is awarded for leaving the Otherworld for the first time as Simon, which occurs in Part 1 – Arrival at the end of Chapter 2 – Escape.

Resignation
At the Shorefront Family Clinic, show Zoe you understand.
Story-related, cannot be missed.

This trophy is awarded for completing the scale puzzle in Shorefront Family Clinic as Simon, which occurs in Part 1 – Arrival at the end of Chapter 4 – Searching for Zoe.

A Long Night Ahead
Report to Dr. Glenn at the Medical Centre.
Story-related, cannot be missed.

This trophy is awarded for entering the Medical Centre as Zoe, which occurs in Part 2 – Zoe at the end of Chapter 5 – Zoe: Rounds.

The Patient
Tend to the Patient.
Story-related, cannot be missed.

This trophy is awarded for completing all puzzles in the Medical Center as Zoe, which occurs in Part 3 – The Patient at the end of Chapter 7 – Zoe: The Patient.

Many Into One
Accept the transfusion in the Alternate Medical Centre.
Story-related, cannot be missed.

This trophy is awarded for completing the final transfusion puzzle as Simon in the Alternate Medical Center, which occurs in Part 3 – The Patient at the end of Chapter 8 – Many Into One.

Key To The Castle
Unlock the path to CEG Tower.
Story-related, cannot be missed.

This trophy is awarded for open the gate to CEG Tower as Simon, which occurs in Part 4 – Clara Woods at the end of Chapter 10 – Missing Pieces.

Find Yourself
Make it back to the office on the 10th Floor.
Story-related, cannot be missed.

This trophy is awarded for obtaining the CEO Access Card as Richard, which occurs in Part 5 – Richard at the end of Chapter 13 – Richard: Another Attempt.

Can’t Change Things
Exhaust the options in the Alternate Facility.
Story-related, cannot be missed.

This trophy is awarded for completing the final puzzle in SDWP – Different as Simon, which occurs in Part 6 – Simon at the end of Chapter 15 – Trying Again.

Eraser
Defeat the Weight.
Story-related, cannot be missed.

This trophy is awarded for defeating the final boss as Simon, which occurs in Part 6 – Simon in Chapter 16 – Eraser.

Reliving A Nightmare
Complete New Game Plus (any difficulty).
This trophy is awarded for completing a New Game+ playthrough. After you complete the game for the first time, you can start playthroughs with the New Game Plus option in the main menu. NG+ does not retain anything gameplay wise from the prior playthrough (you must collect all weapons again). The main feature of NG+ is allowing you to complete the two NG+ exclusive endings (Dog & Sci-fi), along with gaining access to the Axe and Pistol-3000 (after you have completed the Sci-fi ending once).
For St. Amelia
Reach the “Justice” ending.
MISSABLE

» All Endings Guide

Here To Stay
Reach the “Forever” ending.
MISSABLE

» All Endings Guide

Just Making Things Worse
Reach the “Abandoned” ending.
MISSABLE

» All Endings Guide

Let’s Talk This Out
Reached the “Dog” ending.
MISSABLE

» All Endings Guide

Sci-fi-lent Hill
Reached the “Sci-fi” ending.
MISSABLE

» All Endings Guide

Fleeting Visit
Finish the game in under 4 hours.
MISSABLE

This trophy is awarded for completing a playthrough with a playtime of under 4 hours.

This speedrun time is very lenient, as you can complete a playthrough only focusing on main objectives in under 2 hours, and can complete one collecting all documents in under 3 hours. The timer stops when in the pause menu, so you can pause the game to check upcoming steps and locations in the walkthrough. The game also gives the ability to display a timer during gameplay under Game Options > Show Time Played in the options menu.

» Speedrun Walkthrough (All Puzzle Solutions)

Cold Calling
Call all the phone numbers found in St. Amelia.
MISSABLE

» Collectible Guide
» All Phone Numbers

Observation
Collect 50% of all documents.
MISSABLE

» Collectible Guide
» All Clue/Document Locations

Thorough Inspection
Collect all of the documents.
MISSABLE

» Collectible Guide
» All Clue/Document Locations

Blur Your Eyes
Collect all of the strange postcards
MISSABLE

» Collectible Guide
» All Strange Postcard Locations

Sweeping Signals
Tune into all signals on the CRTV.
MISSABLE

» Collectible Guide
» All CRTV Signal Locations

Future Hardware
Obtain the Pistol-3000.
MISSABLE

This trophy is awarded for obtaining the Pistol-3000 for the first time. This weapon becomes available in a NG+ playthrough after you have completed the “Sci-fi” Ending. The Pistol-3000 is available while playing as Simon and Richard.

When playing as Simon the Pistol-3000 can be obtained in the same hidden area as the Axe. From the start of the game, follow the path toward St. Amelia where you walk past the row of houses with “For Sale” signs. Go through the white gate into the storage area, where it can be picked up from a table in the second unit on the right.


When playing as Richard the Pistol-3000 is sitting on the table in the Boardroom right beside the Level 3/4 Access Card you need to obtain while progressing.

Here’s Simon!
Obtain the Axe.
MISSABLE

This trophy is awarded for obtaining the Axe for the first time. This weapon becomes available in NG+ on the next playthrough after you complete the game for the first time with any ending. The Axe is available while playing as Simon and Zoe.

When playing as Simon the Axe can be obtained in the same hidden area as the Pistol-3000. From the start of the game, follow the path toward St. Amelia where you walk past the row of houses with “For Sale” signs. Go through the white gate into the storage area, where it can be picked up from a table in the second last unit on the right.


When playing as Zoe the Axe is sitting beside the shed you need to walk by in the first yard before going into Mr. Stewart’s house.

From Scratch
Create 20 new items by combining others.
This trophy is awarded for creating a total of 20 items through crafting. During the story there are a handful of items that you must assemble to progress, but the majority of items you craft will be Sterilized Gauze while playing as all characters, and IV Bags while playing specifically as Simon.

Sterilized Gauze is crafted by combining Gauze and Alcohol, to create a consumable that heals more health. During the initial Simon chapters you won’t find any Alcohol, but after the first Zoe section it is found frequently as all characters so you can create Sterilized Gauze.

Filled IV Bags and Enhanced IV Bags are the other craftable consumable, only used with Simon as a self-revive consumable. Filled IV Bags are crafted with an Empty IV Bag and IV Fluid, which can be found from the first part of the game while playing as Simon. Starting in the second half of the game you can start finding Antibiotics, which allow you to turn Filled IV Bags into Enhanced IV Bags which fully refill Simon’s health if he dies.

Creative Process
Kill at least one enemy with Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick in a single playthrough.
MISSABLE

This trophy is awarded for killing at least one enemy with each of the possible types of weapons (excluding special NG+ weapons) during a single playthrough.

The Plank and Pipe are melee weapons that are obtainable throughout the game while playing as Simon, and you can kill all enemies using the Plank and Pipe.

Pistol is first obtained as Simon, then is used both as Simon and Richard. The Shotgun is first used as Richard late in the game, but is then usable as Simon during the final section.

The Flare Gun is only usable by Simon, but you can kill an enemy while doing the trophy Pinpoint Inaccuracy.

Bottle and Brick can be used to kill enemies normally if you damage them enough beforehand, but you can kill enemies during the Clara Woods section in the same way as described in Long-Range Masonry.

Long-Range Masonry
Hit any enemy in the head with a brick from over 15 meters away.
This trophy is awarded for hitting an enemy in the head with a brick from at least 15 meters away. Throwing bricks is very inaccurate so doing this normally is very difficulty, but there is a location you can set this up on a stationary enemy.

During Part 4: Clara Woods – Chapter 10: Missing Parts, immediately after the phone call with Richard, you can obtain a brick near to the phone booth, just past a corpse enemy on the ground. You want to avoid this enemy, as it is the one you are going to throw the brick at. After picking up the brick, save your game at the phone booth again.


To throw the brick correctly, run down the street slightly pass Atlas Computers (the store you can enter). Stand even with the wall just past the row of shopping carts, even with the line of tiles on the ground that is in line with the enemy. Aim at the light on the awning, then throw the brick. The throwing aim shifts around slightly over time, so you will likely need to try this multiple times to correctly hit the enemy in the head. Reload your save each time to try again and adjust based on where the brick is landing each time.


Pinpoint Inaccuracy
Land a head shot on any enemy with the Flare Gun from over 10 meters away
This trophy is awarded for hitting an enemy in the head with the Flare Gun from at least 10 meters away. The Flare Gun is a weapon specifically obtained while playing as Simon, becoming available in Chapter 10: Clara Woods. You can then use it to light enemies on fire, or shoot it at a location to distract enemies.

Hitting an enemy in the head with the Flare Gun can be tricky as it doesn’t shoot in a straight line, when shooting it will be straight for a short period, then veer to the side, meaning you would need to be extremely lucky to do this on a moving enemy. Fortunately you can do this on a stationary enemy immediately after obtaining the Flare Gun.

In Clara Woods while you progress, when you enter the CEG Locker building for the first time you can obtain both the Flare Gun, and the South Brae key which will cause the area to change and spawn some new enemies. Make a save at the phone in the Locker building, then go outside to the playground and look up and there is a corpse enemy hanging from the light above you. Stand beside the playground structure and aim at its head, then shoot and hope that you hit it. If you miss it completely you can try again with the second flare, but if you hit it and it dies but you don’t earn the trophy, reload and try again until you do.

Missing The Point Entirely
Silence 30 Widows.
This trophy is awarded for killing a total of 30 Widows. These are the type of enemy that specifically appear during Richard’s section of the game, present throughout CEG Tower. There are less than 30 total that appear during a single playthrough, so you will need to kill more of them during a NG+ playthrough to reach a total of 30.

Pull!
Throw a bottle into the air, and shoot it with the pistol.
This trophy is awarded for throwing a bottle into the air, and then shooting it using the pistol before it hits the ground. This can only be done as Simon, due to him having access to the pistol and being outside to throw a bottle upward. You can do it at any point during the game when outside after gaining the pistol, but it can be done immediately.

After obtaining the pistol and causing the town to change to the Otherworld, progress toward the Pharmacy where you need to progress. A short distance through the gate beside the Pharmacy there is a bottle on the ground on the left. Pick it up then walk back into the Pharmacy and make a manual save. You can then walk outside and make sure you aren’t standing under anything and aim straight up, throwing the bottle into the air. Then quickly switch to the pistol and shoot the bottle, reloading if you miss and the bottle hits the ground. When throwing the bottle into the air it does not go straight up, it falls slightly in front of you, so you will need to move forward while it is falling to correctly aim at it.

Isolating Experience
Wait in a hiding spot for 60 seconds.
This trophy is awarded for staying in any hiding spot for 60 seconds in a row. Hiding spots become available in the game world after enemies start appearing while playing as Simon. These can be doors outside of buildings or closets inside buildings, specifically spots you move into to hide from enemies. Stand in any spot like this for 60 seconds in a row to earn this trophy.

Static Distractions
Distract 10 Enemies with a radio in the world.
This trophy is awarded for distracting enemies a total of 10 times using radios. Starting in Chapter 4 – Zoe: Rounds, radios can be found that when turned on will attract enemies toward them, before turning off after a short period. Use this to distract enemies a total of 10 times over all playthroughs.

Lured Off Track
Distract 20 Enemies with a bottle.
This trophy is awarded for distracting enemies a total of 20 times by throwing bottles.  Starting in Chapter 4 – Zoe: Rounds, you can pick up bottles and use them to distract enemies and pull them toward the thrown location, allowing you to sneak past or sneak up on them. Bottles are present throughout the rest of the game as all characters after they start appearing while playing as Zoe. Use these to distract enemies a total of 20 times over all playthroughs.
Alarmingly Effective
Successfully distract an enemy by setting off a car alarm.
This trophy is awarded for distracting an enemy with a car alarm for the first time. Throughout the game there are vehicles present in most of the outdoor town locations, with the normal cars (not vans) having an alarm that can be triggered by either hitting them with a melee weapon or by throwing a bottle or brick at them. This triggers the alarm, causing enemies to run over to the vehicle.

Reject The Help
After meeting Richard, do not use a phone to save the game.
MISSABLE

This trophy is awarded for never manually saving during an entire playthrough. Manual saving is done by interacting with a phone and calling the number 100, which you are prompted to do once at the start of the game (when meeting Richard as specified by the trophy). You can then back out of the save menu, and are not allowed to call 100 to manually save during the rest of the playthrough. The game still automatically saves fairly frequently as you progress, so this isn’t a significant problem. The only time the lack of manually saving can matter is if you are running around exploring on your own, as the game typically saves when completing main objectives, but not if you are running around in the town areas looking for things.

Resourceful
Unlock all resource containers.
MISSABLE

» Collectible Guide
» All Resource Container Locations

Save It For The Patients
During the missions “Rounds” and “The Patient”, don’t use any healing items.
MISSABLE

This trophy is awarded for completing Chapter 5 – Zoe: Rounds and Chapter 7 – Zoe: The Patient without using any healing items. These are the only two sections of the game where you play as Zoe, and during your first playthrough of Chapter 5 you do not have access to any melee weapons so have to avoid enemies to progress. On Story difficulty enemies don’t do a lot of damage as long as you don’t walk into one to be grabbed, so you can run away from enemies if you are spotted while trying to sneak past them. In the Medical Center in Chapter 7 it is possible to obtain a Plank, which allows you to more effectively deal with the enemies while completing the chapter.

If you don’t earn this during your first playthrough, it becomes very easy in NG+ as Zoe has access to the Axe, and can then kill all enemies in one hit in both of her chapters or guard against damage if you are trying to avoid killing enemies.

 

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