Gaming Guide

Silent Hill: Townfall: How to Unlock Every Trophy and Achievement

All 36 achievements broken down by type, plus the collectibles, endings, and New Game+ tasks that gate the platinum.

All 36 achievements broken down by type, plus the collectibles, endings, and New Game+ tasks that gate the platinum.

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.

Image credit: KONAMI, Annapurna Interactive

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.

TrophyTrigger
Welcome To St. AmeliaLeave the Otherworld and make your way back to the town square
ResignationShow Zoe you understand at the Shorefront Family Clinic
A Long Night AheadReport to Dr. Glenn at the Medical Centre
The PatientTend to the Patient
Many Into OneReceive the transfusion inside the Alternate Medical Centre
Key To The CastleUnlock the path to CEG Tower
Find YourselfReturn to the office on the 10th Floor
Can’t Change ThingsUse up every option available in the Alternate Facility
EraserDefeat the Weight
Reliving A NightmareComplete a New Game+ run and reach any ending
Image credit: Annapurna Interactive

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 / TrophyTypeCondition
Justice — For St. AmeliaGoodFinish with Discoveries clearly higher than kills
Forever — Here To StayNeutralKeep your Discoveries total only a little higher than your kills
Abandoned — Just Making Things WorseBadFinish 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.

Image credit: Annapurna Interactive

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

In Part 1: Arrival, go to the Video Star store in Shorefront District – South and take the Bronze Coin from the back room. Deposit it in the Guide Dog collection bank on Main Street, opposite the Pharmacy.
In Part 4: Clara Woods, search the backyard shed reached from the first main intersection for the Silver Coin. You cannot bank it right away. Solve the 5 South Brae chain and take the Bolt Cutters from Locker 17, cut the gate behind the Post Office, then deposit the Silver Coin at the Guide Dog bank inside the Laundromat.
In Part 6: Simon, during the Remote Systems Control sequence in SWDP – Different, unlock Room 793 as well as the story-required rooms. Grab the Gold Coin from the console inside, then place it in the final Guide Dog bank at the end of the red-lit hallway after the container is released.
Play through the game and take down the final boss as usual. Once you have all three coins, the dog will show up at the pier, triggering the Dog cutscene instead of your normal ending and unlocking the trophy.
Image credit: KONAMI, Annapurna Interactive via YouTube/@Neon Slice)

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.

Image credit: KONAMI, Annapurna Interactive via YouTube/@Neon Slice)

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.

TrophyRequirementCount / Note
Cold CallingCall every phone number in St. Amelia13 total; none appear after Part 4
ObservationCollect 50% of documents42 of 85
Thorough InspectionCollect every documentAll 85 across all 6 parts
Blur Your EyesCollect all Strange Postcards15; off the beaten path
Sweeping SignalsTune into every CRTV signalCRTV is exclusive to Simon
ResourcefulUnlock all resource containers7 lock boxes, keys found nearby
Here’s Simon!Obtain the AxeStart of Part 1 in New Game+
Future HardwareObtain the Pistol-3000Reward for the Sci-fi ending
Image credit: KONAMI, Annapurna Interactive via YouTube/@Neon Slice)

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.

TrophyRequirement
From ScratchCombine items to create 20 new ones
Creative ProcessKill an enemy with Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle, and Brick in one run
Long-Range MasonryBrick headshot from over 15 meters
Pinpoint InaccuracyFlare Gun headshot from over 10 meters
Missing The Point EntirelySilence 30 Widows during Part 5: Richard
Pull!Lob a bottle overhead, then hit it with a pistol shot
Isolating ExperienceWait in a hiding spot for 60 seconds
Static DistractionsDistract 10 enemies with a radio
Lured Off TrackDistract 20 enemies with a bottle
Alarmingly EffectiveSet 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.

Image credit: KONAMI, Annapurna Interactive via YouTube/@Neon Slice)

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.