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How to Unlock All 5 Endings in Silent Hill Townfall

Silent Hill Townfall

You can unlock a total of five different endings in Silent Hill: Townfall, including three main endings and two secret endings that require New Game+, which override the main endings. This guide will provide you with tips and tricks on how to unlock all five endings in the game.

Main Endings on First Playthrough

Silent Hill Townfall

There’s no single canonical ending in Silent Hill: Townfall, and all first playthrough endings are determined by the ratio of Discoveries to your enemy kills. There are three possible endings on your first playthrough, and here’s how to get them:

EndingsConditions
Justice: Good EndingYou must have significantly more Discoveries than kills, so aim for at least 20 more Discoveries and stay under 60 kills total.

Collect as many Clues and Documents as possible, avoid or run past most enemies, and use the flare gun to stun larger enemies to run past them.

Unlocks: “For St. Amelia” trophy.

Forever: Normal EndingYou must have slightly more Discoveries than kills, with roughly 3–5 more Discoveries and stay under 60 kills.

Collect a solid number of Discoveries early on, then carefully manage your kills in later sections, especially in Part 4 and onward to the final boss.

Unlocks: “Here To Stay” trophy.

Abandoned: Bad EndingYou must have more kills than Discoveries, or simply exceed the 60 kills rule from before.

Play as aggressively as you can and kill every enemy possible, especially in Part 5 with the shotgun and in later areas, while ignoring most optional Discoveries.

Unlocks: “Just Making Things Worse” trophy.

Secret Endings on New Game+ Only

Silent Hill Townfall

The two additional secret endings on New Game+ require specific interactions and override the main endings, where Strange Books and Access Card only appear for these purposes in NG+. Here’s how to unlock them:

EndingsConditions
Dog EndingCollect and insert three coins into Guide Dog banks.

Bronze Coin (Part 1: Arrival, Shorefront District South) — Go to the Video Star store at the far end of the road, pick up the coin from a shelf in the small back room, and insert it into the Guide Dog bank near the Pharmacy on Main Street.

Silver Coin (Part 4: Clara Woods) — At the start, go right along the street to a backyard with a shed in the same area as a Strange Postcard on first playthrough. Pick up the coin from a shelf, and after getting Bolt Cutters via the 5 South Brae puzzle (Locker 17), use them on the gate behind the Post Office building to access the Laundromat. Insert the coin into the Guide Dog inside.

Gold Coin (Part 6: Simon, SWDP Different) — During the Remote Systems Control clamp puzzles, unlock Room 793 in the lower area and pick up the coin on the console. After releasing the container and progressing down the path to the four-way split with red lights, go to the end of the hallway and insert the Gold Coin into the final Guide Dog bank by the locked exit door.

Once you complete the final boss normally, the Dog ending should trigger in the final scene.

Unlocks: “Let’s Talk This Out” trophy.

Sci-Fi EndingFind three Strange Books and the Strange Access Card, then use the card at the end to skip the final boss.

Strange Book #1 (Part 1: Arrival, Zoe’s House, Shorefront District South) — After the Otherworld section, go upstairs to Zoe’s bedroom, and examine the book under the bedside table.

Strange Access Card (Part 2: Zoe, Shorefront Different) — After picking up Richard’s Gift, enter the Hotel and go upstairs to the door with 25 symbol buttons and input this sequence (left-to-right, top-to-bottom): Bird, Tree, Planet, Bird, Trinity, Satellite, Satellite, Fish, Rocket, Planet, Dog, Monument. When the door opens, pick up the Strange Access Card near the elephant statue.

Strange Book #2 (Part 4: Clara Woods) — Enter the Stenhouse End of Life Hospice Care in the southwest corner of Atlas Square, which is opposite the phone booth, and immediately turn left, where you need to examine the book on the shelf.

Strange Book #3 (Part 6: Simon, SWDP Different) — During the clamp puzzles, unlock Room 621 in the lower area, which is opposite Valve F’s room, and examine the book on the shelf.

After solving the clamps puzzle and releasing the container, keep following the hallway. Before the closed final door, use the Strange Access Card on the keycard reader on the left wall. Enter the door to trigger the Sci-Fi ending and unlock the Pistol-3000 for future NG+ runs.

Unlocks: “Sci-fi-lent Hill” trophy.