Silent Hill: Townfall Endings Guide – How to Get All 5 Endings

Silent Hill: Townfall Endings Guide

This Silent Hill: Townfall Endings Guide details how you can unlock all 5 endings in the game easily. The ending you receive is mainly affected by your Kills and Discoveries, while the Dog and Sci-fi endings require specific items and actions. With the right saves and setup, you can get all five without starting a separate run for every ending.

Endings Guide – Silent Hill: Townfall

There are three main endings: Justice, Forever, and Abandoned. These are tied to the relationship between the number of enemies you kill and the number of Discoveries, which means your collected Clues and Documents. Other collectibles like healing items and time spent playing do not appear to affect these endings.

The two remaining endings, Dog and Sci-fi, are special New Game+ endings. They become available through specific interactions and override the normal ending results. The Dog ending still happens at the end of the game, while the Sci-fi ending takes place earlier and skips the final boss.

For the first playthrough, one straightforward approach is to collect as many Discoveries as possible while also killing enemies. This can naturally lead to the Abandoned ending when your Kills end up higher than your Discoveries.

For the other endings, you need to control that balance more carefully. Justice requires significantly more Discoveries than Kills, while Forever needs the two totals to be much closer, with Discoveries only slightly ahead.

The table below shows how you can unlock all five endings and the achievement/trophy associated with each ending.

Justice Ending:

  • Unlocks the For St. Amelia Achievement/Trophy

For Justice, finish the game with a clear advantage in Discoveries over Kills. You can have around Discoveries and upwards of 50 Kills still being enough. Since some enemies are unavoidable, the important thing is to avoid unnecessary combat whenever possible.

You can usually run past enemies rather than fighting them. When an enemy follows you indoors, locking yourself inside a room with a lockable door can make it return to its original position. In the final section, the Flare Gun can be used to stun the large enemy so you can move past it without fighting everything.

The same tactic works against the final boss. Stun it with the flare, fire the shotgun twice, then move away and repeat while circling the arena and collecting more flare ammunition. If you have already unlocked the Pistol-3000 through the Sci-fi ending, that weapon can also be used against the boss while largely ignoring the surrounding enemies.

Forever Ending:

  • Unlocks Here to Stay Achievement/Trophy

The Forever ending requires your Discoveries to be only slightly higher than your Kills. The safest approach is to keep these numbers as close as possible without allowing Kills to overtake Discoveries.

A practical way to adjust the total is to reload your Part 4 save, kill a limited number of enemies, and then continue through the rest of the game while skipping collectibles when necessary. If you end up with Abandoned instead, reload your later save, collect a few additional Documents, and avoid killing the enemies during the final boss section.

Abandoned Ending:

  • Unlocks Just Making Things Worse Achievement/Trophy

You will receive Abandoned when your Kills are higher than your Discoveries. The simplest way to force this result is to kill enemies throughout the game while collecting only the items needed to progress.

Going beyond 60 total kills can produce this ending even when you have a much larger number of Discoveries. This makes a kill-heavy run another way to secure the ending.

Dog Ending:

  • Unlocks Let’s Talk This Out Achievement/Trophy

The Dog ending is exclusive to New Game+ and requires three special coins to be placed into Dog banks during the playthrough.

In Part 1: Arrival – Chapter 1: Cold Open, travel down the road to the Video Star store and check the small back room for the Bronze Coin. Take it back toward Main Street and use it on the Guide Dog bank located just before the Pharmacy.

Later, during Part 4: Clara Woods – Chapter 9: Begin Again, enter Clara Woods and continue up the street to the intersection. Turn right toward the backyard where the Strange Postcard can be found on a normal playthrough. The Silver Coin is on a shelf there. After obtaining the bolt cutters in Chapter 10, go through the door behind the post service building and enter the laundromat. The second dog bank is inside, where you can place the Silver Coin.

The final coin comes in Part 6: Simon – Chapter 15: Trying Again. When working with the panel used to unlock the valve area, also open Room 793 downstairs. The Gold Coin is on the console inside. After completing the container sequence, follow the path until you reach the red-lit four-way junction. Continue to the end of the hallway to find the final dog bank and insert the Gold Coin.

Once all three coins have been used, defeat the final boss, and the Dog ending will play when you reach Richard at the end of the pier.

Sci-Fi Ending:

  • Unlocks Sci fi-lent Hill Achievement/Trophy

The Sci-fi ending also requires New Game+, but this time you need to interact with three Strange Books, solve a special door puzzle, obtain a Strange Access Card, and use it near the end of Simon’s section.

The first Strange Book is found in Part 1: Arrival – Chapter 3: A Connection. Enter Zoe’s House, go into the bedroom, and inspect the book lying to the left of the bed. It is titled History of Space Flight, 1952–1992.

Next, in Part 2: Zoe – Chapter 6: Journey to Medical, accept Richard’s gift and head into the hotel. Upstairs, you will find a door with symbol buttons. Enter the sequence: Bird, Tree, Planet, Bird, three-legged triangle, Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar. Reading the buttons from left to right and top to bottom, this corresponds to 21, 17, 9, 21, 12, 24, 24, 5, 9, 1, 14. If the sequence is entered incorrectly, the buttons reset. Once the door opens, collect the Strange Access Card near the elephant statue.

The second Strange Book is in Part 4: Clara Woods – Chapter 10: Missing Parts. After the phone call with Richard, enter the store on the southwest side of Atlas Square. The book is on a shelf in the left corner and is titled Freeze Me / Wake Me – Elias Fisher.

The final book appears in Part 6: Simon – Chapter 15: Trying Again. When unlocking the valve area, also open Room 621. Inside, next to the Resource Container, you can inspect A Map of Nowhere Else – The Future of Interstellar Travel.

Near the end of this section, move through the red hallways until you are just before the scene where Simon pulls out his IV. There is a keypad on the left side of the doorway. Use the Strange Access Card on it. After going through the next door and watching the following scene, the Sci-fi ending will trigger, and the normal final boss section will be skipped.

Getting All Five Endings in One New Game+ Run

A minimum of two full playthroughs is needed because the Dog and Sci-fi endings are only available in New Game+. The second run can then be used to set up the different endings with manual saves.

Begin New Game+ by taking the Axe, then work toward the Dog and Sci-fi requirements while collecting the Clues and Documents you need. It is also useful to avoid killing enemies whenever possible until at least Clara Woods, especially while preparing the Justice ending.

During Part 1, collect the Bronze Coin and Strange Book. During Part 2, complete the hotel symbol puzzle and obtain the Strange Access Card. At the beginning of Part 4, collect the Silver Coin, then make your main manual save at Clara Woods Estate or during the Chapter 10 progression point described above.

Continue through Clara Woods, collect the second Strange Book, obtain the bolt cutters, and place the Silver Coin in the second dog bank. In Part 6, complete the required ROC and Clamp Release puzzles so the enemies disappear, then unlock Room 621 for the third Strange Book and Room 793 for the Gold Coin.

At this point, make another save around the red crank section in Chapter 15. From there, you can branch into the special endings. Use the Strange Access Card at the keypad for Sci-fi, reload and complete the three-coin setup for Dog, or continue normally with no coin or card interaction to work toward Justice.

For the remaining two endings, return to the earlier Part 4 save and adjust your Kills and Discoveries. To reach Forever, keep Discoveries just ahead of Kills. To reach Abandoned, begin killing enemies heavily and allow Kills to pass your Discovery total.

That is all you need to unlock all five Silent Hill: Townfall endings. With the New Game+ items collected and a couple of well-placed manual saves, the different ending requirements can be handled without replaying the entire game separately for each one.

That is all for this guide. Additional Silent Hill: Townfall guides are linked below:

This concludes our Silent Hill: Townfall Endings Guide. If you want to add anything to this guide, feel free to use the comment section below.

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About the Author: Irtaza Ahmed

Irtaza is a gaming enthusiast who enjoys covering the latest game guides, codes, and walkthroughs. When he's not writing, you'll usually find him playing EA Sports FC, Call of Duty, Tekken, or popular mobile titles with friends.

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