Gaming Guide

Silent Hill Townfall: How to Get the Justice Ending and Unlock All 5 Endings

Every ending, from the Discoveries-versus-kills trio to the two New Game Plus secrets, plus a single run that reaches all five.

Every ending, from the Discoveries-versus-kills trio to the two New Game Plus secrets, plus a single run that reaches all five.

Silent Hill Townfall keeps five different endings, and they split into two groups. Three of them react to how you play across the whole game, while the other two are hidden behind collectibles you can only chase in New Game Plus. Knowing which lever controls which ending is the difference between a clean sweep and a wasted playthrough.

Quick answer: Justice, Forever, and Abandoned depend on your Discoveries versus kills; Dog and Sci-Fi are New Game Plus secrets that need hidden coins or three Strange Books plus the Strange Access Card.


All five endings and their trophies

Three endings can appear in a first playthrough. The remaining two only become reachable once you start New Game Plus and gather specific items. Each ending awards its own trophy, so a completed set requires reaching all five.

EndingHow to unlockTrophy
Justice10 or more Discoveries above your kills, under 60 killsFor St. Amelia
ForeverAbout 5 more Discoveries than kills, under 60 killsHere To Stay
AbandonedMore kills than Discoveries, or any run over 60 killsJust Making Things Worse
DogNG+: feed three coins to the Guide DogsLet’s Talk This Out
Sci-FiNG+: three Strange Books plus the Strange Access CardSci-fi-lent Hill
Level 52 Ending01:37Level 52 Ending
A locker-lined school hallway framed during one of the game's ending sequences. Shown at 01:37 in KEVINYT’s video. Image: Screen Burn

Justice, Forever, and Abandoned: The Discoveries versus kills rule

All three outcomes are determined by one comparison that remains active throughout the game. Discoveries consist of the Clues and Documents you collect, while CCTV scans are excluded. The kill total counts enemies defeated. The relationship between those totals at the final boss selects your ending.

  • Justice: Discoveries beat kills by 10 or more, with kills under 60.
  • Forever: finish with roughly five more Discoveries than kills, while keeping kills below 60.
  • Abandoned: this occurs when kills exceed Discoveries or the kill total goes beyond 60.

Once your kill total exceeds 60 kills, Abandoned becomes unavoidable, regardless of whether you have 80 or more Discoveries. Fighting every enemy you encounter usually leads there, since combat generally increases faster than exploration.

For Forever, target about 50 collectibles and approximately 45 kills. One successful run ended with 47 Discoveries and 44 kills, showing that being a few kills below your Discovery total is sufficient. If necessary, add the remaining kills during the final boss fight.

A lead that is too large changes the result to Justice. Abandoned is triggered if kills exceed Discoveries or rise above 60.

Level 4000 Ending03:04Level 4000 Ending
A dark figure emerging from the water in a late-game ending cutscene. Shown at 03:04 in KEVINYT’s video. Image: Screen Burn

Sci-Fi ending: Three Strange Books and the Strange Access Card

The Sci-Fi ending is exclusive to New Game Plus, so it cannot be reached on a first playthrough. You need all three Strange Books and the Strange Access Card, then you use that card at the very end to trigger the finale. Clearing it rewards the Pistol-3000, which carries over to all future New Game Plus runs.

ItemLocation
Strange Book #1Part 1: Arrival — Zoe’s House, upstairs, under the bedside table
Strange Access CardPart 2: Zoe — hotel symbol-door puzzle in Shorefront – Different
Strange Book #2Part 4: Clara Woods — Hospice Store bookshelf
Strange Book #3Part 6: Simon — Strange Book 3 in Room 621, SWDP – Different

Strange Book #1 in Zoe’s House

In Part 1: Arrival, return from the Otherworld and visit Zoe’s House, across from the Newsagent. Go upstairs to Zoe’s bedroom, check beneath the bedside table, and examine Strange Book 1. It must be examined before you leave for the game to record it.

The hotel symbol puzzle and the Strange Access Card

During Part 2: Zoe, collect Richard’s Gift as Simon to access Shorefront – Different. After the area turns red, enter the Hotel and climb to the upstairs door displaying 25 symbols. Open it by pressing those symbols in the exact order shown below.

OrderSymbolGrid position
1BirdColumn 1, Row 5
2TreeColumn 2, Row 4
3PlanetColumn 4, Row 2
4BirdColumn 1, Row 5
5TrinityColumn 2, Row 3
6SputnikColumn 4, Row 5
7SputnikColumn 4, Row 5
8FishColumn 5, Row 1
9SpaceshipColumn 3, Row 1
10PlanetColumn 4, Row 2
11DogColumn 1, Row 1
12MonumentColumn 4, Row 3

A correct sequence unlocks the door. Inside, take the Strange Access Card from the bedside table, then continue normally until Part 4: Clara Woods. Save the card for the very end.

Strange Book #2 in the Hospice Store

During Part 4: Clara Woods, you can find Strange Book 2 inside the Stenhouse End of Life Hospice Care. It is unlocked from the start and located across from the phone booth in Atlas Square. Enter, turn left immediately, and examine the book on the bookshelf.

Strange Book #3 in SWDP – Different

Strange Book 3 appears in SWDP – Different during Part 6: Simon, alongside the final container puzzle. First complete the Relive the events of the CCTV / Remote Systems Control puzzle. With that done, use the console to unlock Room 621 if it is not open already, then head down the stairs into Room 621, opposite Valve F’s room, and take Strange Book 3 from the shelf.

Using the Strange Access Card for the Sci-Fi ending

Finish the Clamps puzzle and turn the red valve to release the container. A shutter door will then open, allowing you to pass through.
Move down the hallway as usual. Before you reach the closed door, look at the left wall for a keycard reader and use the Strange Access Card on it.
Level ! Ending00:53Level ! Ending
A corridor bathed in emergency red light as the ending sequence begins. Shown at 00:53 in KEVINYT’s video. Image: Screen Burn
The reader turns green and the text reads, “I feel sluggish. Like I need to wake up.” Enter the door, let the cutscene start, and it cuts to the Sci-Fi ending. The game ends afterward and awards the Pistol-3000.

Dog ending: Feed three coins to the Guide Dogs

The Dog ending is the second secret available in New Game Plus. Three coins are placed throughout the campaign, and each must go to the Guide Dog at its corresponding location. The ending requires all three deliveries.

CoinWhere to find itGuide Dog to feed
Bronze CoinPart 1: Arrival, Shorefront South, from the video storeOpposite the Pharmacy
Silver CoinPart 4: Clara Woods, shed down the east road before the EstatesIn the Laundromat
Gold CoinPart 6: Simon, Room 793 in SWDP – Different (open with the ROC)By the locked exit door

Unlock all five endings in one New Game Plus run

You can obtain every ending in one New Game Plus run by collecting all coins and books, keeping kills low, and creating two manual saves at the proper moments. Reload either save afterward to branch into the individual finales.

Begin New Game Plus and choose the Axe for defense. Collect every Discovery in Parts 1 through 4, and do not kill enemies until at least Part 4.
In Part 1, take the Bronze Coin from the video store, then hand it to the Guide Dog opposite the Pharmacy. While in the area, inspect Strange Book 1 in Zoe’s bedroom.
Once Richard’s Gift is obtained in Part 2, complete the hotel symbol puzzle in Shorefront – Different and take the Strange Access Card.
When Part 4 begins, follow the street to the right until you reach the garden and shed, where you can collect the Silver Coin. Continue to avoid kills.
Before your kill count starts rising, create the first manual save upon reaching Clara Woods Estate. This save will later support the Forever and Abandoned paths.
In Part 4, examine Strange Book 2 in the Hospice Store, solve the 5 South Brae puzzle, open Locker 17 for the Bolt Cutters, cut the Post Office gate, enter the Laundry building, and feed that Guide Dog the Silver Coin.
During Part 6, solve both the ROC and Clamp Release puzzles so the enemies vanish. Afterward, operate the ROC to open Room 621 for Strange Book 3 and Room 793 for the Gold Coin.
Create the second manual save at this point. From here, you can pursue the Dog, Sci-Fi, or Justice ending.
At the exit, descend the ladder and use the Strange Access Card on the wall reader to the left. The door takes you directly to the Sci-Fi ending, after which you should reload the second save.
Take the red hallway to its door, give the Guide Dog the Gold Coin, and finish the boss to watch the Dog ending. Reload the second save once more.
This time, skip both the dog and the card reader. Follow the normal route and beat the final boss to get Justice.
Return to your Clara Woods Estate save. Raise kills to finish the boss with about five fewer kills than Discoveries for Forever, then reload that same save and push kills past 60 for Abandoned.

The save at Clara Woods Estate can be used for either Forever or Abandoned. Make sure it exists before raising your kill count.


Confirming each ending unlocked

The final cutscene displays the ending’s title and grants the matching trophy. For St. Amelia belongs to Justice, Here To Stay to Forever, Just Making Things Worse to Abandoned, Let’s Talk This Out to Dog, and Sci-fi-lent Hill to Sci-Fi. All five trophies complete the set.

If the result is Justice or Abandoned rather than Forever, correct the difference between the two totals. Your Discoveries must remain ahead of kills, but by only a few, and kills must stay at 60 or fewer. Reload the Clara Woods Estate save and alter the final-boss kills until the kill total is just under your Discoveries.