Gaming Guide

Save It For The Patients Trophy in Silent Hill: Townfall — Full Chapters 5 and 6 Route

The complete no-healing stealth path through Zoe's Rounds and Journey to Medical, and exactly when the trophy pops.

The complete no-healing stealth path through Zoe’s Rounds and Journey to Medical, and exactly when the trophy pops.

Image: Screen Burn

The Save It For The Patients trophy in Silent Hill: Townfall is a discipline challenge, not a combat one. You keep it alive by finishing Zoe’s stretch of the game without ever using a healing item, then carrying that restraint into the mission that follows. The cleanest way to guarantee it is to avoid taking damage at all, which means staying hidden and pulling enemies away with noise rather than fighting them.

Quick answer: Do not use Gauze, Alcohol, or any First Aid Kit during the “Rounds” and “The Patient” missions. If you never heal, the trophy unlocks during Chapter 7.


Trophy condition and when it unlocks

The requirement is simple to state and easy to fail: during the missions “Rounds” and “The Patient”, never apply a healing item. Picking items up is fine — the game hands you Gauze, Alcohol, and First Aid Kits throughout these areas — but the moment you use one to restore health, the trophy is lost for that run. There is no chapter select in Townfall, so a slip means starting the whole stretch again.

The route below covers Chapter 5 (Zoe: Rounds) and Chapter 6 (Journey to Medical) entirely undetected, which is the safest way to avoid ever needing to heal. Keep the no-healing rule active through Chapter 7’s “The Patient” as well, because that mission is part of the same trophy condition.

The trophy does not pop the instant you reach the Medical Centre. If you completed the run cleanly, it appears during Chapter 7, so do not assume you failed if nothing triggers at the end of Chapter 6.


Stealth and distraction rules to avoid healing

Enemies in these chapters react to sound. The whole approach is built on making noise somewhere you are not, then moving while they investigate. A few fixed rules keep you out of danger.

  • Enemy hearing is sharp, and the noise of Simon running can be louder than the distraction you just threw. Stay crouched and quiet.
  • Aim and toss bottles or bricks to draw enemies away from entrances and tight walkways; a direct strike stuns them briefly.
  • Hitting a car with a thrown object sets off its alarm, creating a long distraction that pulls an entire yard’s worth of enemies.
  • Radios in sheds and on patio tables can be switched on to draw an enemy into a room, letting you slip past or lock it inside.
  • Use trees, tarped vehicles, and parked cars as sightline blockers while wandering enemies clear the road.

Chapter 5 route: Zoe’s Rounds

Chapter 5 runs from a house interior out through the foggy back streets of the Shorefront district and into the ambulance depot beside the Medical Centre. The goal is to reach the hospital lobby without taking a hit.

Start in the hallway and move to the kitchen. The counter radio can be switched on to make noise if you need to pull something away later, so note its position.
Kitchen radio interaction00:10Kitchen radio interaction
The kitchen radio with its "Make Noise" prompt — one of many noise sources you use to move enemies away instead of fighting them. Shown at 00:10 in Ghosts of Reykjavik’s video. Image: Screen Burn
Enter the bathroom and take Mr Stewart’s Key from the top of the washing machine. Use it on the sliding glass rear door, then leave through the wooden gate into the alley.
In the alley, throw a glass bottle past the parked car to lure the first enemy, then slip by while it inspects the broken glass. Pick up more bottles and a brick as you find them along the street.
Check the paper Shorefront map to confirm the route toward the medical facility. This orients you for the long stretch of open street ahead.
Checking Shorefront map03:07Checking Shorefront map
The Shorefront map marks the path north to the medical facility — check it whenever you lose your bearings. Shown at 03:07 in Ghosts of Reykjavik’s video. Image: Screen Burn
Crouch along the curb past the tarp-covered vehicles, hiding behind a covered car and then a street tree while wandering enemies pass. Move only when the road is clear.
Pass through the gap in the decorative concrete block barrier into the next alley, then quietly cross the pub patio with its picnic benches.
Concrete fence passage04:47Concrete fence passage
The opening in the concrete block barrier is your quiet cut-through into the next alley. Shown at 04:47 in Ghosts of Reykjavik’s video. Image: Screen Burn
Near the hospital boundary, throw a brick at the courtyard ambulance to draw the patrolling enemy away, then make for the Trust Facilities and Ambulance Service building.
Lift the manual roller shutter to enter the maintenance workshop. A green first aid kit on the metal shelving holds Gauze and Alcohol. Take the supplies if you want them for crafting, but do not use them to heal.
Workshop item pickup08:22Workshop item pickup
The workshop first aid kit hands you Gauze and Alcohol — collect them, but never apply them if you want the trophy. Shown at 08:22 in Ghosts of Reykjavik’s video. Image: Screen Burn
In the security office, press the green button on the desk console to open the facility exit gate. Save at the landline phone on the desk before moving on.
Head out through the push-bar fire exit into the rear lot. Throw a brick at the red hatchback’s rear window to trigger its car alarm, luring the depot guard away.
Slip through the opened security gate while the enemy investigates the alarm, then climb the concrete stairs to the hospital reception. Entering the lobby triggers the end-of-chapter cutscene with Zoe and unlocks the story trophy for reaching Dr. Glenn.

Chapter 6 route: Journey to Medical

Chapter 6 drops you into a red-fog nightmare version of the town, armed with a revolver. Keep the ammo in reserve and treat combat as a last resort — the aim is still to reach the clinic safe point without taking damage.

Check the torn Shorefront map to orient yourself in the red haze, then move through the alleys toward the enclosed iron cage corridor.
Chapter 6 map orientation10:32Chapter 6 map orientation
Chapter 6 opens in the red nightmare — the torn Shorefront map is your starting reference point. Shown at 10:32 in Ghosts of Reykjavik’s video. Image: Screen Burn
Move through the cage maze to the side street, slipping past the enemy posted there. Take out the handheld receiver and adjust its frequency until Zoe’s broadcast comes through clearly.
Head to the patio behind the house, collect the plank of wood, then switch on the radio in the cabinet to draw attention away. Unbar the neighboring gate, switch the radio on again, and hide under the patio table until the monster enters the shed.
Slip through the gate while the enemy is occupied, then step into the red telephone booth and dial 100 to save your progress.
In the swing-bench garden, toss a bottle in the table’s direction to draw the enemy away from the exit. Pull the wooden plank from the passage door, take the Pistol Rounds from the box atop the round table, then shut and lock the wooden gate behind you to stop pursuit.
Opening wooden courtyard gate11:34Opening wooden courtyard gate
Locking the wooden gate behind you seals off pursuers as you push toward the town square. Shown at 11:34 in Ghosts of Reykjavik’s video. Image: Screen Burn
Cross the town square, passing the road closure notice, and pick up bricks and bottles from the picnic benches to use as distractions later. Consult the map as you near Station Road.
Select the Scalpel and slice open the pulsating fleshy seal blocking the chute door to reach the north district.
Turn on the portable radios on the backyard shelf and patio table to draw searching monsters away, then squeeze sideways through the narrow gap between the buildings. Watch for an enemy that lunges from the dark near the overgrown garden path — evade it rather than fight.
Pick up the brick at the wooden staircase’s top, descend the fire escape quietly, and open the fence gate leading to the clinic backyard. Send a brick between the fence slats and into the courtyard, removing the obstacle to reaching the side door.
Enter the dark room with the rotary telephone and dial the phone to save one final time. Cross the red courtyard and push open the clinic’s double doors to trigger the closing cutscene.

Confirming the trophy unlocked

You will not see the trophy notification at the moment you enter the Medical Centre. If you finished both chapters without applying a single healing item, the pop-up appears during Chapter 7 as you continue into “The Patient.” Keep avoiding healing until that trophy notification shows on screen — that confirmation is the only sign the run counted. If it does not appear, a healing item was used somewhere along the way, and the stretch has to be replayed from a fresh start because there is no chapter select to jump back in.