Silent Hill: Townfall carries 36 achievements, along with a platinum trophy that is exclusive to the PlayStation 5 version. A handful unlock on their own as you move through the plot, but the majority reward exploration, specific combat feats, and repeat runs. Plan on finishing the campaign more than once, since separate endings, the two New Game+ jokes endings, a full document sweep, and a sub-four-hour clear all pull in different directions.
Quick answer: Clear the story once for the nine plot trophies, target all three main endings across runs, then use New Game+ to grab the Axe, the Dog and Sci-fi endings, and a fast finish. Collectibles and combat feats carry across playthroughs.

Story trophies that unlock automatically
Nine achievements are tied directly to campaign milestones and cannot be missed. You earn them simply by reaching each point in the plot, in any difficulty. A tenth, Reliving A Nightmare, requires finishing a full New Game+ run and reaching any ending.
| Trophy | Trigger |
|---|---|
| Welcome To St. Amelia | Leave the Otherworld and make your way back to the town square |
| Resignation | Show Zoe you understand at the Shorefront Family Clinic |
| A Long Night Ahead | Report to Dr. Glenn at the Medical Centre |
| The Patient | Tend to the Patient |
| Many Into One | Receive the transfusion inside the Alternate Medical Centre |
| Key To The Castle | Unlock the path to CEG Tower |
| Find Yourself | Return to the office on the 10th Floor |
| Can’t Change Things | Use up every option available in the Alternate Facility |
| Eraser | Defeat the Weight |
| Reliving A Nightmare | Complete a New Game+ run and reach any ending |

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Add to Google Preferences →The three main endings and how they are decided
Justice, Forever, and Abandoned can each be earned on a first playthrough. The game chooses among them by comparing your Discoveries with your enemy kills. Only Clues and Documents qualify as Discoveries. Strange Postcards, CRTV signals, phone numbers, resource containers, healing use, playtime, and difficulty have no impact on which ending you receive.
| Ending / Trophy | Type | Condition |
|---|---|---|
| Justice — For St. Amelia | Good | Finish with Discoveries clearly higher than kills |
| Forever — Here To Stay | Neutral | Keep your Discoveries total only a little higher than your kills |
| Abandoned — Just Making Things Worse | Bad | Finish with more kills than Discoveries |
For Justice, keep collecting Clues and Documents while running past optional enemies and stunning dangerous ones with the Flare Gun. Tested runs have still landed Justice with around 80 Discoveries against more than 50 kills, so a wide gap is safe. Abandoned is the mirror image, and roughly 60 kills reliably produces it even on a high-Discovery run.
Forever takes the most careful balancing: your Discoveries must exceed your kills by just 3-5. Make a manual save in Part 4: Clara Woods before raising your kill count, then save again in Part 6: Simon before the finale. If you get Justice or Abandoned, reload and adjust the balance.

Dog and Sci-fi: the New Game+ secret endings
Both joke endings are locked to New Game+ and ignore the Discoveries-versus-kills balance entirely. Each overrides whatever standard ending your run would otherwise reach, so set them up early because the required items are spread across several parts.
Let’s Talk This Out — the Dog ending

Sci-fi-lent Hill — the Sci-fi ending
This route needs three Strange Books and a Strange Access Card. Book #1 is in Zoe’s House during Part 1, Book #2 is in the Hospice Store in Clara Woods during Part 4, and Book #3 is in Room 621 in SWDP – Different during Part 6.
The Strange Access Card sits in a hidden symbol-door room inside the Hotel during Part 2. The button sequence matches the Strange Postcards you found earlier, entered as: Bird, Tree, Planet, Bird, Trinity, Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar. Swipe the card at the door near the end of Part 6 to trigger the ending, which skips the final boss.
The Sci-fi ending is worth prioritizing because it unlocks Future Hardware and hands you the Pistol-3000, a weapon with unlimited ammo that one-shots enemies. Carry it into a later run to make the four-hour clear far easier.

Collectibles and completion trophies
These progress totals carry across playthroughs, so you do not have to gather everything in a single run. The exception is the postcards, which can all be picked up on a first run and are needed for the Sci-fi door later.
| Trophy | Requirement | Count / Note |
|---|---|---|
| Cold Calling | Call every phone number in St. Amelia | 13 total; none appear after Part 4 |
| Observation | Collect 50% of documents | 42 of 85 |
| Thorough Inspection | Collect every document | All 85 across all 6 parts |
| Blur Your Eyes | Collect all Strange Postcards | 15; off the beaten path |
| Sweeping Signals | Tune into every CRTV signal | CRTV is exclusive to Simon |
| Resourceful | Unlock all resource containers | 7 lock boxes, keys found nearby |
| Here’s Simon! | Obtain the Axe | Start of Part 1 in New Game+ |
| Future Hardware | Obtain the Pistol-3000 | Reward for the Sci-fi ending |

Combat, distraction, and crafting feats
Most of these come naturally if you use every tool the game hands you, but a few need deliberate setup. Distraction and crafting counts carry across runs, while Creative Process must be done inside a single playthrough.
| Trophy | Requirement |
|---|---|
| From Scratch | Combine items to create 20 new ones |
| Creative Process | Kill an enemy with Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle, and Brick in one run |
| Long-Range Masonry | Brick headshot from over 15 meters |
| Pinpoint Inaccuracy | Flare Gun headshot from over 10 meters |
| Missing The Point Entirely | Silence 30 Widows during Part 5: Richard |
| Pull! | Lob a bottle overhead, then hit it with a pistol shot |
| Isolating Experience | Wait in a hiding spot for 60 seconds |
| Static Distractions | Distract 10 enemies with a radio |
| Lured Off Track | Distract 20 enemies with a bottle |
| Alarmingly Effective | Set off a car alarm to distract an enemy |
Long-Range Masonry is most easily attempted in Part 4: Clara Woods – Chapter 10: Missing Parts. After finishing your call with Richard, pick up the brick in the gated alley nearby. Head to the telephone booth and dial 100 to create a manual save. By the brick wall beside the shopping carts, aim for the ceiling light under the overhang, then throw at the enemy hanging above the street. If the throw misses, reload and make another attempt.
For Pull!, wait until Simon has the pistol, throw a bottle almost straight up, and shoot it before it lands. Make a manual save first so a missed attempt does not waste ammo or draw enemies. The Shotgun needed for Creative Process only appears in Part 5: Richard, which is also where you can rack up 30 Widow kills for Missing The Point Entirely.

Restriction and speed trophies to plan around
Three achievements ask you to hold back rather than act, so build a run around them instead of hoping to fall into them.
- Save It For The Patients — clear the “Rounds” and “The Patient” missions, Zoe’s sections in Part 2 and Part 3, without using any healing items.
- Reject The Help — After Simon’s initial call with Richard in Part 1, don’t save by phone again. Autosaves are fine, so keep track of when one occurs before you end a session.
- Fleeting Visit — Complete the game within 4 hours. A New Game+ run with the Pistol-3000 is the easiest approach once you know the puzzle solutions.
Earning the platinum
On PlayStation 5, the platinum trophy Doing The Right Thing unlocks automatically the moment your last remaining trophy pops, whatever it happens to be. There is no chapter select, so a missed collectible or feat means running that section again. Expect roughly five playthroughs in total to cover the first-run endings, both New Game+ endings, the speed clear, and a full collectible sweep. Difficulty never gates anything, so Story Mode is the fastest path to a clean 100 percent.






