Gaming Guide

Silent Hill: Townfall — All Weapons and Damage by Chapter

Where each firearm and melee weapon appears in St. Amelia, plus the New Game Plus unlocks and how many hits they take.

Where each firearm and melee weapon appears in St. Amelia, plus the New Game Plus unlocks and how many hits they take.

Image: Screen Burn

Simon Ordell is not meant to be well-armed in Silent Hill: Townfall. A first run through St. Amelia hands you just three firearms, spaced out across the story, while improvised gear does most of the heavy lifting in between. Finish the game and New Game Plus opens up two more weapons, one of which is tied to a specific ending.

Quick answer: A normal playthrough has three guns — the Pistol, Flare Gun, and Shotgun — and New Game Plus adds the Axe and the Pistol-3000, the latter only after the Sci-Fi Ending.

Image credit: KONAMI, Annapurna Interactive

Firearms in a standard playthrough

The three guns arrive in order as the story shifts between characters. None of them shows up early, so the opening hours lean on melee and stealth.

WeaponChapter and locationDamage
PistolPart 2: Zoe — Town Square2-shot kill
Flare GunPart 4: Clara Woods — CEG Lockers1-shot kill
ShotgunPart 5: Richard — CEG Tower1-shot kill

Pistol

The Pistol becomes available once control returns to Simon in Part 2. Head to the Town Square and open the box labeled Richard’s Gift to pick it up. It takes two shots to drop a standard enemy, so hold onto rounds whenever you can slip past a fight instead.

Flare Gun

During Part 4, the Flare Gun is inside the CEG Lockers. First collect the Barcode there, then visit Locker 75 and use 184 to unlock it. One shot drops a regular enemy, unlike the Pistol.

Shotgun

The Shotgun is unmissable. You get it automatically after entering the CEG Tower in Part 5, and it also drops standard enemies in one hit.

Image credit: KONAMI, Annapurna Interactive

Improvised melee weapons

Planks, pipes, bricks, and bottles turn up constantly while you explore St. Amelia, so there are no fixed locations to chase down. Planks and pipes break after a couple of swings, and bottles and bricks work better thrown to distract enemies than as a reliable club.

Image credit: KONAMI, Annapurna Interactive

New Game Plus weapons

New Game Plus introduces exactly two weapons, the Axe and the Pistol-3000. Each can appear at more than one point in the story, but their unlock rules differ.

WeaponChapter and locationDamage
AxePart 1: Arrival — Shore Wynd garage1-hit kill
AxePart 2: Zoe — shed behind neighbor’s house1-hit kill
Pistol-3000Part 1: Arrival — Shore Wynd garage1-shot kill
Pistol-3000Part 5: Richard — Boardroom, Floor 51-shot kill

Axe

New Game Plus grants the Axe regardless of your first-run ending. In Part 1, leave the starting area for Shore Wynd, go through the white gate, and check by the garage door on the right. Another Axe can be collected in Part 2 as Zoe; it rests against a wooden shed in the back garden of the house right of Mister Stewart’s home. A standard enemy falls to one hit, so this is the game’s most efficient melee weapon.

Pistol-3000

The Pistol-3000 also belongs to New Game Plus, but finishing the game once is not enough. It only appears if you have completed the Sci-Fi Ending. With that done, one Pistol-3000 sits at the same Shore Wynd garage in Part 1, and another turns up in Part 5 as Richard, on the floor directly in front of the save phone in the Boardroom on Floor 5. It kills standard enemies with one shot.

If the Pistol-3000 is missing from those spots in New Game Plus, the Sci-Fi Ending requirement has not been met yet. The Axe will still be there, since it carries over from any ending.