Just DroppedPsychological HorrorKonamiAnnapurnaPS5
Silent Hill: Townfall
Screen Burn's first-person Silent Hill takes the series to 1996 Scotland. Our review, the run plan, and all 37 trophies explained in depth β all five endings, the full collectible sweep and the challenge trophies.
β Start here
Silent Hill: Townfall Full Platinum Walkthrough
Our exact route, chapter by chapter: a no-save run under 4 hours, then a New Game+ 100% run that gets four endings from one save.
β Every trophy in the order it pops
β All 85 discoveries, postcards, CRTV signals & phones on our screenshots
Silent Hill: Townfall is the series' most experimental swing in years. Developed by Screen Burn and published by Konami and Annapurna Interactive, it drops the fixed cameras and over-the-shoulder combat for a tense first-person descent, set against the cold isolation of 1996 Scotland and the fictional town of St. Amelia. You play Simon Ordell, waking with no clear tie to a place that clearly has designs on him, sliding between the town and a nightmarish Otherworld.
It leans into dread over action. Encounters with the Widows reward evasion β hiding, throwing bottles, luring foes with radios and even car alarms β over standing and fighting, and improvised weapons and a light crafting system keep you scavenging to survive. The heart of it, though, is pure Silent Hill: choice and consequence. There are five endings, and the main three are decided not by a menu prompt but by how you play β whether you explore and uncover Discoveries or cut a bloody path through everything you meet.
It's short and it's divisive by design β this is an art-horror experiment more than a traditional survival-horror romp, and it won't land for everyone. But it's dense, atmospheric and genuinely replayable, and for trophy hunters it's a tidy, thoughtful platinum built around seeing every side of its story.
Watch the Platinum Journey
The whole platinum in 20 minutes
All 37 trophies and all five endings: a no-save speedrun under four hours, a New Game Plus run with a 28-kill budget, one save for four endings, and a monster called Gary.
Plays from YouTube (youtube-nocookie.com) when you press play. Open on YouTube β
Platinum Roadmap
The road to Doing The Right Thing
A 4/10 platinum that's about planning, not difficulty β it's offline and the game is short, but several trophies are missable and the endings hinge on hidden counters. Two runs plus a quick NG+ restart, roughly 15–20 hours.
1Playthrough 1: no-save speedrun. New Game, Story difficulty, Hinted puzzles. Never save manually, ignore collectibles and finish in under 4 hours: Abandoned ending, Fleeting Visit and Reject The Help.
2Playthrough 2: New Game+ 100%. Every collectible (85 discoveries, 15 postcards, 19 CRTV signals, 13 phone numbers, 7 containers), the coins and Strange items, and all the feat trophies. Keep Simon's kills in the high twenties and heal only with First Aid Kits. No healing as Zoe in Rounds and The Patient.
3One manual save, four endings. Save after the Clamp Release Procedure prints, then load it for Sci-Fi, Dog, Justice and Forever.
4Pistol-3000. Start New Game+ again and grab it from the garage next to the Axe. Platinum.
Watch the missables. The Harbour Notice (discovery 43) vanishes if you walk past the van first, and Reject The Help, Save It For The Patients, Fleeting Visit and Creative Process are single-run challenges. Follow our chronological walkthrough and nothing gets missed.
Trophy Guides
In-depth guides by category
All 37 trophies grouped and explained in depth β the story, all five endings, the full 139-collectible sweep, the combat/weapon feats and the stealth challenges. Verified grades (1P/5G/9S/22B) and real trophy art throughout.
Collect every other trophy. The plat is about planning: a no-save run under 4 hours, then a New Game+ run that collects everything and gets four endings from one manual save, then a fresh NG+ start for the Pistol-3000. The full route is in our platinum walkthrough.
Story & Progression 11 trophies
Every story-beat trophy across the Otherworld and St. Amelia, plus New Game Plus and the sub-4-hour speedrun. All are mandatory except the timed run β follow the main missions and they pop in order.
Welcome To St. Amelia
Details
Story, unmissable. Escape the Otherworld Haldane Hotel (bathroom date lock 18/01/1996, Room 204 Key on the front door) and leave through the foyer to get back to the town square.
Resignation
Details
Story, unmissable. Solve the scales in Z. Ellis's room at the Shorefront Family Clinic: Broken Stethoscope left, Prescription Dosage Error Note middle, Zoe's Lanyard right. Scales puzzle solution.
A Long Night Ahead
Details
Story, unmissable. After calling Dr. Glenn (496 0556, extensions 3-2-2-1), go round the hospital to the Ambulance Service Building, press the gate button in the office and walk in through the Medical Centre's main entrance.
The Patient
Details
Story, unmissable. Finish the Surgery: monitor readings, X-rays, the three infusion pumps, then bring up the Medical Intubation Kit (call 5353 for the lift) and intubate. All Surgery solutions.
Many Into One
Details
Story, unmissable. Collect the blood bags in the Otherworld hospital, slot them clockwise from the phone (Watson, Clark, McEwan), solve the Ordell dial and open the far door with the Room 204 Key.
Key To The Castle
Details
Story, unmissable. Get the three Mechanical Parts from CEG lockers 17, 204 and 94 (barcodes from South, North and Upper Braes), combine them and insert the device left of the gate at the east end of Atlas Way. All locker codes.
Find Yourself
Details
Story, unmissable. Repair the boardroom projector on floor 5 and load the slides in the order D, F, B, C, E, A, then ride up to floor 10. Projector slides solution.
Can't Change Things
Details
Story, unmissable. Finish the SWDP section: console commands, the patched pipe puzzle, Valve F and the clamp release console, then go through the door at the red junction.
Eraser
Details
Story boss: beat The Weight on the access road. Shoot it until it staggers, then win the QTE to pull out a spear; three times. Two shotgun blasts and a flare, reloading while it burns, works well. Boss tips.
Reliving A Nightmare
Details
Finish a New Game+ run on any difficulty. Our 100% run is on NG+, so it pops with the first ending from the final manual save.
Fleeting Visit
Details
Finish a run in under 4 hours. Do it on the first playthrough on Story difficulty with Hinted puzzles, ignoring collectibles. Reloading a checkpoint keeps the clock running; quitting to the main menu first and then loading resets it to the checkpoint's time.
All Endings 5 trophies
All five endings and exactly how to steer to each. The three main endings come from a hidden points score (discoveries +1, kills β2, revives β4, surgery mistakes β3); Dog and Sci-Fi need NG+ items. Four of them come from one manual save.
For St. Amelia
Details
Justice: finish with 20+ points (discoveries +1, Simon's kills β2, revives β4, Zoe surgery mistakes β3). From the 100% run's final save, skip the guide dog and the card panel, don't kill the five enemies that spawn in the boss fight and grab the Crew Patch afterwards. Endings guide.
Here To Stay
Details
Forever: finish with 1 to 19 points. Reload the final save, kill all five enemies that spawn during the boss fight and leave the Crew Patch behind; with all discoveries and kills in the high twenties that lands you in range. Endings guide.
Just Making Things Worse
Details
Abandoned: finish with 0 points or less. The no-save speedrun gets it naturally. As a fallback, burn revives (β4 each, craft Filled IV Bags and let enemies kill you) from a late save. Endings guide.
Let's Talk This Out
Details
Dog ending: put the Bronze, Silver and Gold coins in the three guide-dog boxes (before the Pharmacy, in the Laundrette, and straight on at the final red junction), then beat The Weight. Coin locations.
Sci-fi-lent Hill
Details
Sci-Fi ending (NG+): collect the three Strange Books and the Strange Access Card (behind the hotel symbol door), then at the red junction turn right and use the card panel on the left before opening the door. Item locations.
Documents & Collectibles 6 trophies
All 139 collectibles β 85 documents/clues, 13 phone numbers, 15 strange postcards, 19 CRTV signals and 7 resource containers. One NG+ pass banks every collectible trophy, and the discoveries push you into Justice.
Cold Calling
Details
Call all 13 phone numbers and let each call finish. Three are logged in the first phone scene, the rest come from notes and are dialled at the Town Square, Mr. Stewart's, Station Road, hospital reception and Atlas Square phones. All 13 numbers.
Observation
Details
Half the discoveries (43 of 85). On our route it pops on the Harbour Notice, which is missable if you walk past the van first. All discoveries.
Thorough Inspection
Details
All 85 discoveries (documents + clues). Read every email and file on each computer: they count individually. The last one, the Crew Patch, is on the coast after the final boss. All 85 with screenshots.
Blur Your Eyes
Details
All 15 strange postcards. The last one is at a dead end in the CEG HQ floor 4 vents (second right, then left). All 15 locations.
Sweeping Signals
Details
Tune all 19 CRTV signals. Hold the radio out for static, or calibrate the tuners on tables to the channel. Several only exist at one story moment. All 19 channels and spots.
The weapons and combat feats β the Pistol-3000 and the Axe, the seven-weapon killstreak, the trick headshots, and silencing the Widows. Most fit onto your collectible run; Creative Process must be a single playthrough.
Future Hardware
Details
Pick up the Pistol-3000. It unlocks after you finish a New Game+ run; start another NG+ and it's behind a door in the garages next to the Axe, a minute from the start.
Here's Simon!
Details
Pick up the Axe on New Game+: through the white gate to the garages just before Main Street, in the open garage by the red bicycle.
Creative Process
Details
Kill at least one enemy with the Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick in one playthrough. Zoe's Plank kill in the newsagents counts; the last one we needed was the pistol kill on CEG HQ floor 4.
Long-Range Masonry
Details
Brick headshot from over 15 m. Grab the Brick by the metal gate off Atlas Way, stand behind the 'Store Closing' sign outside Atlas Computers and lob it in a high arc onto the dormant enemy to the west. Reload the autosave if you miss.
Pinpoint Inaccuracy
Details
Flare Gun headshot from over 10 m. After getting the Boltcutters, stand in the south-east corner of the CEG playground by the slide and shoot the enemy hanging from the lamp post on the level above. Reload if you miss.
Missing The Point Entirely
Details
Kill 30 Widows. Widow kills carry over when you reload, so farm the five Widows around the CEG HQ floors from the Mezzanine autosave and reload until it pops.
Pull!
Details
Throw a bottle into the air and shoot it with the pistol. Easy spot: in the Flemington Street gardens (Otherworld), look straight up, throw and fire.
Stealth & Survival 7 trophies
Hiding, distractions, crafting β and the two easy-to-fail challenge trophies: Reject The Help (no phone saves after Richard) and Save It For The Patients (no healing in two missions). Plan a run around those two.
From Scratch
Details
Combine items 20 times. Every Alcohol + Gauze, IV Fluid + Empty IV Bag and similar counts; if you're short near the end, craft everything you're holding right after the final manual save.
Isolating Experience
Details
Stay in a hiding spot for 60 seconds. Easiest in S Block room S01 of the Otherworld hospital: kill the enemy, get in the locker and wait.
Static Distractions
Details
Distract 10 enemies with a radio. In Mr. Stewart's house, when the monster appears, flick the kitchen radio off and on repeatedly; each flick counts. Reload the autosave if it reaches you.
Lured Off Track
Details
Distract 20 enemies with a bottle. On Station Road, throw a bottle into the road and wait a few seconds (it pulls about three enemies), then reload the autosave and repeat.
Alarmingly Effective
Details
Set off a car alarm to distract an enemy. Right after the Dr. Glenn phone call on Station Road, throw the Bottle at the car in front.
Reject The Help
Details
After meeting Richard, never save on a phone for the rest of that run. It comes naturally on the no-save speedrun.
Save It For The Patients
Details
Use no healing items during the missions Rounds and The Patient (both played as Zoe). Zoe's sections are mostly stealth; reload the autosave if you get badly hurt.
FAQ
Silent Hill: Townfall platinum β quick answers
How long does the Silent Hill: Townfall platinum take?
About 15–20 hours over two runs: a no-save speedrun under 4 hours, then a New Game+ 100% run that gets four endings from one manual save, plus a minute of a third run for the Pistol-3000.
Is it hard to platinum?
No β about a 4/10. It's offline and the challenge is planning rather than skill. The trickiest part is managing the hidden counters that decide the endings and remembering the one-run challenge trophies.
How many endings are there and how do I get them?
Five. The three main endings (Justice, Forever, Abandoned) come from a hidden score: discoveries +1, Simon's kills β2, revives β4, surgery mistakes β3. 20+ is Justice, 1 to 19 Forever, 0 or less Abandoned. The two joke endings (Dog, Sci-fi) are New Game Plus only. See our All Endings guide.
Are there missable trophies?
Yes β plan your runs. The Harbour Notice can be skipped by a scene, and Reject The Help (no phone saves after Richard), Save It For The Patients (no healing in two missions) and Creative Process (seven weapons in one run) are single-run challenges. Use manual saves.