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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 โ all five endings, the full collectible sweep and the challenge trophies.
The Review
A bold, unsettling left-turn for Silent Hill
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 โ hiding, throwing bottles, luring foes with radios and even car alarms โ 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 โ whether you explore and uncover Discoveries or cut a bloody path through everything you meet.
It's short and it's divisive by design โ 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.
Platinum Roadmap
The road to Doing The Right Thing
A 4/10 platinum that's about planning, not difficulty โ it's offline and the game is short, but several trophies are missable and the endings hinge on hidden counters. Roughly 2–3 runs and 15–25 hours.
1Run 1 โ 100% collectibles + the Justice ending. Sweep all 138 collectibles (85 documents, 13 phone numbers, 15 postcards, 18 CRTV signals, 7 resource containers), grab the weapon/stealth feats, keep kills low, and steer to Justice. Manual-save before the finale.
2Reload the finale for the other two main endings. From that save, get Forever (kills ~5 under your Discoveries) and Abandoned (go on a kill spree past 60 kills).
3New Game Plus โ joke endings + speedrun. On NG+, get the Dog and Sci-fi endings (feed the Guide Dog the coin / use the card at the ladder) and finish the run under 4 hours. NG+ itself is a trophy too.
4Challenge cleanup & platinum. Slot in Reject The Help (no phone saves after meeting Richard) and Save It For The Patients (no healing in "Rounds" and "The Patient") on a planned run, and Doing The Right Thing pops.
Watch the missables. The three main endings depend on your kills-vs-Discoveries count; Reject The Help, Save It For The Patients and Creative Process (seven weapons, one run) are single-run challenges. Save often and plan which run does what.
Trophy Guides
In-depth guides by category
All 37 trophies grouped and explained in depth โ the story, all five endings, the full 138-collectible sweep, the combat/weapon feats and the stealth challenges. Verified grades (1P/5G/9S/22B) and real trophy art throughout.
Every Trophy
All 37 trophies โ explained in depth

Doing The Right Thing
Details
Collect every other trophy. A short first-person horror, so the plat is about planning your runs: one thorough run for all 138 collectibles + one main ending, then New Game Plus for the two joke endings and a sub-4-hour speedrun. Use manual saves to grab multiple endings from one finale.
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 โ follow the main missions and they pop in order.

Welcome To St. Amelia
Details
Story: escape the opening Otherworld nightmare and return to the town square of St. Amelia. This is the intro โ completely unmissable. Tip: Just follow the opening sequence; it eases you into the movement and hiding basics.

Resignation
Details
Story beat: at the Shorefront Family Clinic, choose the option that shows Zoe you understand her. It's a narrative moment on the critical path. Tip: No wrong turn here for the plat โ it's story-mandatory; make the empathetic choice when prompted.

A Long Night Ahead
Details
Story: report to Dr. Glenn at the Medical Centre โ reaching and speaking to him advances the chapter. Tip: Follow the objective marker/notes; it flows straight from the town-square section.

The Patient
Details
Story: complete the The Patient mission by tending to the Patient. Mandatory progression. Tip: This mission also gates Save It For The Patients (Stealth & Survival) โ if you're going for that, don't use healing items here.

Many Into One
Details
Story: in the Alternate Medical Centre, accept the transfusion when offered. Progresses the Otherworld arc. Tip: Story choice on the main path โ accept it to continue.

Key To The Castle
Details
Story: solve your way through to unlock the path to CEG Tower. Tied to the mid-game puzzle stretch. Tip: If a puzzle stumps you, a speedrun/puzzle-solutions walkthrough has every solution โ but they're all fair.

Find Yourself
Details
Story: make it back to the office on the 10th Floor of CEG Tower. Late-game progression beat. Tip: Straightforward once the tower opens up; keep pushing the objective.

Can't Change Things
Details
Story: exhaust the dialogue/interaction options in the Alternate Facility โ work through everything the section offers to advance. Tip: Interact with every prompt in the room/area before leaving so the story flag trips.

Eraser
Details
Story boss: defeat the Weight. This is the mandatory finale-area boss fight that precedes the ending. Tip: Come stocked; how the run resolves after it depends on your kills-vs-Discoveries count (see All Endings).

Reliving A Nightmare
Details
Complete a full New Game Plus run (any difficulty). Finish the game once to unlock NG+, then play it through to the end. Tip: You need NG+ anyway for the Dog and Sci-fi joke endings โ knock those (and the sub-4h speedrun) out on this run.

Fleeting Visit
Details
Finish the game in under 4 hours. Easiest on New Game Plus with a known route: skip optional exploration and collectibles, and go straight through the missions with the puzzle solutions ready. Tip: The timer is generous for a focused run. Pair it with your NG+ ending mop-up so you're not doing an extra playthrough.
All Endings 5 trophies
All five endings and exactly how to steer to each. The three main endings hinge on Discoveries vs kills; the two joke endings are New Game Plus only. With manual saves before the finale you can get all five in about two runs.

For St. Amelia
Details
"Justice" ending (gold). The three main endings are decided by a hidden tally of
Discoveries (Clues + Documents you pick up) vs
kills across the run.
- Play a thorough run and collect documents/clues everywhere so your Discoveries clearly outnumber your kills โ avoid needless fights.
- At the finale, do not feed the Guide Dog a coin and do not use the exit card reader; head through the exit normally.
- Defeat the final boss (the Weight). With Discoveries > kills, the Justice ending plays.
Tip: Pairs perfectly with a 100% collectible run. Make a
manual save at the boss so you can reload it for Forever and Abandoned without replaying.

Here To Stay
Details
"Forever" ending (gold). A knife's-edge variant of Justice โ you need kills
just below Discoveries.
- From a save with high Discoveries, deliberately rack up kills until your kill count is about 5 fewer than your total Discoveries.
- Go to the finale and beat the boss at that ratio to get the Forever ending.
Tip: Track both counters. Easiest from the same manual save you used for Justice โ kill a measured number of enemies, then trigger the ending.

Just Making Things Worse
Details
"Abandoned" ending (gold). The 'kill everything' outcome โ you need
more kills than Discoveries.
- From your late manual save, go on a killing spree โ kill every enemy you can.
- Push your kill count past ~60 (this forces Abandoned even with 80+ Discoveries).
- Beat the final boss for the Abandoned ending.
Tip: Bring plenty of ammo/throwables โ this run is also perfect for finishing the Widow-silencing and seven-weapon (Creative Process) feats.

Let's Talk This Out
Details
"Dog" ending (silver) โ a
New Game Plus joke ending.
- On an NG+ run, reach the finale and follow the red hallway to its end.
- Feed the Gold Coin to the last Guide Dog.
- Beat the boss to get the Dog ending.
Tip: Do this on the same NG+ run as Sci-fi using manual saves โ no need for separate playthroughs.

Sci-fi-lent Hill
Details
"Sci-fi" ending (silver) โ the other
New Game Plus joke ending.
- On NG+, make your way to the exit and descend the ladder.
- Use the card on the reader on the left wall to trigger the Sci-fi ending.
Tip: Save right before the exit on NG+ so you can grab Sci-fi and Dog back-to-back by reloading.
Documents & Collectibles 6 trophies
All 138 collectibles โ 85 documents/clues, 13 phone numbers, 15 strange postcards, 18 CRTV signals and 7 resource containers. One dedicated 100% pass banks every collectible trophy (and steers you toward the Justice ending).

Cold Calling
Details
Call all 13 phone numbers found around St. Amelia. Note each number as you find it (on documents, walls, notes) and dial it at any working phone. Tip: Keep a list as you go; a collectible walkthrough marks every number's source so you don't miss one before the finale.

Observation
Details
Collect 50% of all documents โ 43 of the 85 Clues/Documents. Naturally earned on the way to Thorough Inspection. Tip: This pops automatically during a full collectible run โ don't grind it separately.

Thorough Inspection
Details
Collect all 85 documents/clues โ the gold. Documents are the notes, files and clues scattered through every area. Tip: Do one dedicated 100% run with a collectible guide; documents also feed the Discoveries counter that decides your ending, so a full sweep steers you toward Justice.

Blur Your Eyes
Details
Collect all 15 strange postcards hidden across the town and Otherworld sections. Tip: Postcards are easy to walk past โ sweep each area thoroughly, or follow a location guide on your collectible pass.

Sweeping Signals
Details
Tune into all 18 CRTV signals โ interact with the TVs (CRTVs) around St. Amelia and cycle to each signal. Tip: Check every television you pass; some signals only appear at specific story points, so revisit sets as areas change.

Resourceful
Details
Unlock all 7 resource containers โ the locked supply caches dotted through the game. Each needs a key, code or puzzle solution found nearby. Tip: Only 7 total, so they're quick to clean up with a guide; grab them on your collectible run.
Combat & Weapons 7 trophies
The weapons and combat feats โ 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
Obtain the Pistol-3000, a special sci-fi sidearm found during the game. Picking it up unlocks this. Tip: You'll want it anyway for the Flare-Gun/pistol trick-shot feats and for thinning enemies on your kill-heavy ending run.

Here's Simon!
Details
Obtain the Axe ("Here's Simon!", a nod to The Shining). Find and pick up the axe melee weapon. Tip: A strong melee option โ handy for the Abandoned ending's killing spree and for the seven-weapon Creative Process.

Creative Process
Details
Kill at least one enemy with each of: Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick โ all in a SINGLE playthrough. Seven different weapon types, one run. Tip: Plan it on your kill-heavy (Abandoned) run when you're fighting anyway. Keep a bottle and brick handy โ thrown items count as kills too.

Long-Range Masonry
Details
Throw a brick and hit an enemy in the head from over 15 metres away. A precision throw. Tip: Line up a distant, slow enemy (a Widow) down a straight corridor, aim for the head, and lob from max range.

Pinpoint Inaccuracy
Details
Land a Flare Gun headshot from over 10 metres away. Needs the Flare Gun and a bit of distance. Tip: Back off from an enemy, aim high for the head and fire. Do it in a wide area so you have the 10 m of room.

Missing The Point Entirely
Details
Silence 30 Widows โ kill 30 of the Widow enemies over your playthroughs. They're a recurring foe, so this accrues as you fight. Tip: Naturally done across your runs; if you're short, the kill-heavy Abandoned run tops it off fast.

Pull!
Details
Throw a bottle into the air and shoot it with the pistol โ skeet-shooting, Silent Hill style. Toss a bottle up and pop it mid-air. Tip: Practise the timing in a safe room: throw straight up, then quick-aim the pistol and fire before it lands.
Stealth & Survival 7 trophies
Hiding, distractions, crafting โ 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
Create 20 new items by combining others at the crafting/combine screen. Merge components (e.g. tape + item) into new tools 20 times. Tip: Combine liberally throughout the run โ you'll craft healing, throwables and tools anyway, so 20 comes naturally.

Isolating Experience
Details
Wait in a hiding spot for 60 seconds. Duck into a locker/hiding place (ideally with an enemy nearby) and simply stay put for a full minute. Tip: Do it early when an enemy is patrolling โ hide and put the controller down for a minute.

Static Distractions
Details
Distract 10 enemies with a radio placed in the world. Drop/activate a radio to lure enemies to the sound, ten times total. Tip: Radios are a core stealth tool โ use them to slip past patrols and the count builds on its own.

Lured Off Track
Details
Distract 20 enemies with a thrown bottle. Throw bottles to pull enemies off your path, 20 times. Tip: Cheap and plentiful โ lob bottles to reposition enemies whenever you're sneaking; also overlaps with Lured Off Track's throws.

Alarmingly Effective
Details
Distract an enemy by setting off a car alarm. Trigger a parked car's alarm (hit/interact with it) to draw an enemy to it. Tip: One-off โ find a car in the town streets, set off the alarm while an enemy is in range, done.

Reject The Help
Details
Gold โ after meeting Richard, do not use a phone to save the game for the rest of that run. Once you've met Richard, avoid every phone save point until the end. Tip: Missable! From the Richard meeting onward, rely on auto-saves/checkpoints only โ do a run where you consciously never touch a save phone.

Save It For The Patients
Details
During the missions "Rounds" and "The Patient", don't use any healing items. Get through both of those specific missions without healing. Tip: Missable and mission-specific โ go in at full health, play carefully/stealthily through Rounds and The Patient, and save your heals for after.
FAQ
Silent Hill: Townfall platinum โ quick answers
How long does the Silent Hill: Townfall platinum take?
About 15–25 hours across 2–3 runs. The game is short โ the time goes on a 100% collectible sweep, seeing all five endings, and a New Game Plus for the joke endings and the sub-4-hour speedrun.
Is it hard to platinum?
No โ 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) are decided by your
Discoveries vs kills โ explore for Justice, kill everything for Abandoned. The two joke endings (
Dog, Sci-fi) are New Game Plus only. See our
All Endings guide.
Are there missable trophies?
Yes โ plan your runs. The ending trophies depend on kills-vs-Discoveries counts, 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.
Do I need to play online?
No โ it's a fully single-player, offline platinum.