All Silent Hill: Townfall Endings
Last updated: 2026-09-22 · 13 min read
Townfall has five endings. Three can be reached on a first playthrough and are decided by a single statistic comparison; two are New Game Plus exclusives triggered by specific actions. The good news is that all five can be collected in two full playthroughs plus some reloading, and this page gives you the exact save points to do it.
Your ending is decided by Clues and Documents collected (Discoveries) versus enemies killed. More Discoveries than kills gives Justice; only slightly more gives Forever; more kills than Discoveries gives Abandoned. The two remaining endings, Dog and Sci-fi, only exist in New Game Plus and override the other three. Save at the end of Part 4 and again at Chapter 15, and all five take two runs.
How Endings Are Actually Decided
This is the single most useful thing to understand about Townfall, because it removes a lot of guesswork from the back half of the game. At the end of a playthrough the game compares two numbers and picks your ending from the result:
| Statistic | What counts toward it |
|---|---|
| Discoveries | Clues and Documents only. These are the text pickups. There are 85 of them in total across the game. |
| Kills | Every enemy you kill during that playthrough. |
And, just as importantly, what does not affect the ending:
- Time played.
- Healing items used.
- Dialogue choices or any narrative decision.
- The other four collectible categories — phone numbers, Strange Postcards, CRTV signals and resource containers have no bearing on which ending you get.
- Difficulty.
The other three collectible categories do still matter for trophies, so if you are chasing the platinum you are collecting them anyway. But for the story outcome, only Clues, Documents and kills are read.
A perfect no-kill run is not possible. Corpse-type enemies that run at you, starting in Clara Woods, cannot be avoided — you are required to kill roughly 20 enemies over a playthrough. That is fine: the high-Discoveries band tolerates around 50 kills if your Discoveries count is near 80, which leaves roughly 30 kills of leeway for enemies that get stuck in rooms you need to solve puzzles in.
Ending 1: Justice
The good ending
Requirement: finish the playthrough with significantly more Discoveries than kills. The band is fairly forgiving — you can have upwards of 50 kills as long as you are sitting around 80 Discoveries. One published breakdown puts the safe margin at roughly 20 more Discoveries than kills, with the further caution not to surpass 60 kills.
Trophy: For St. Amelia — Reach the "Justice" ending.
In practice, if you have collected every Clue and Document you came across and have not gone out of your way to fight, this is the ending you will land on naturally. It is the default outcome of a thorough, non-aggressive run.
Ending 2: Forever
The normal ending
Requirement: finish with only slightly more Discoveries than kills. Discoveries must still be ahead, but narrowly.
Trophy: Here To Stay — Reach the "Forever" ending.
The Justice and Abandoned bands are well understood. The narrow band that produces Forever has not been pinned to a precise number by any source we can verify. Rather than hand you a figure that might waste a run, here is the method that reliably works: bring the two totals as close together as possible without letting kills take the lead. Doing that from the Part 4 save is much cheaper than discovering the result at the end of a fresh playthrough.
The practical approach: reload your end-of-Part-4 save, kill enemies from that point forward while ignoring optional documents, and keep an eye on the balance. If you overshoot and land Abandoned again, reload the same save and collect a couple more documents in the area while avoiding kills during the final boss.
Ending 3: Abandoned
The bad ending
Requirement: finish with more kills than Discoveries. This is the simplest of the three — it appears to be effectively guaranteed once kills exceed Discoveries. One published guide puts the blunt version of it as: surpass 60 kills and you get Abandoned even with 80+ Discoveries.
Trophy: Just Making Things Worse — Reach the "Abandoned" ending.
It is also the ending most players see first without trying, because a first run played casually tends to accumulate kills quickly. That is worth knowing if you were hoping for a different outcome: it is not a bug, it is the arithmetic.

FIG. 01 — All three main endings resolve in the final scene before the credits. They do not change earlier story events.

FIG. 02 — The NG+ ending items only exist on a second playthrough. Nothing requires you to pick them up, so remember they are there.
Ending 4: Dog (New Game Plus only)
Joke ending · NG+ exclusive
Requirement: during a single New Game Plus playthrough, find three coins and place each one into a dog-shaped collection bank. The coins only exist in NG+ and have no other prerequisites to appear. Placing all three triggers this ending after the final boss, when you walk to Richard at the end of the pier.
| Coin | Where to find it | Where to deposit it |
|---|---|---|
| Bronze Coin | Shorefront District – South. Walk all the way down the road to the Video Star store; it is in the small back room on a shelf. | Just before the Pharmacy on Main Street there is a Guide Dogs for the Blind bank. Insert the coin. |
| Silver Coin | Clara Woods. Go up the street to the intersection, then right — the same backyard where a Strange Postcard was in the first playthrough. It is on the shelf. | After obtaining the boltcutters, go through the door behind the post service building to the laundromat. There is a dog bank inside. |
| Gold Coin | SWDP – Different. At the step where you unlock the door to the valve with the panel, also unlock door 793. The coin is in the lower area, on the console. | After dropping the container, follow the path to the four-way split with red lights. Go to the end of the hallway for another dog bank. |
Trophy: Let's Talk This Out — Reached the "Dog" ending.
This ending overrides the three main endings and plays in the same slot, in the final cutscene.
Ending 5: Sci-fi (New Game Plus only)
Joke ending · NG+ exclusive
Requirement: during a New Game Plus playthrough, solve a puzzle for an item, then interact with three books across the run. Once you have all three and place the collected item into a keypad at the end of "Part 6: Simon – Chapter 15: Trying Again", the ending triggers immediately after the next cutscene — skipping the normal ending sequence and the final boss.
| Step | What to do |
|---|---|
| Book 1 | Part 1: Arrival – Shorefront District South, inside Zoe's House. Go into the bedroom and inspect the book on the floor to the left of the bed: "History of Space Flight, 1952 – 1992". |
| The keycard | Part 2: Zoe – after interacting with the box to accept Richard's gift, enter the hotel and go upstairs to the door with buttons on it. This corresponds to the Strange Postcards. The button order is: Bird, Tree, Planet, Bird, Triangle, Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar. If you enter it wrong the buttons reset. Behind the door, take the Strange Access Card from the corner by the elephant statue. |
| Book 2 | Part 4: Clara Woods – after the phone call with Richard, enter the store on the south-west corner of Atlas Square. In the left corner just inside, inspect the shelf: "Freeze Me / Wake Me – Elias Fisher". |
| Book 3 | Part 6: Simon – SWDP, at the step where you unlock the door to the valve with the panel, also unlock door 621. In the room beside the Resource Container, on the table: "A Map of Nowhere Else – The Future of Interstellar Travel". |
| Trigger it | Continue through the red hallways. Right before the doorway that triggers the scene where Simon pulls out his IV, there is a keypad on the left. Use the Strange Access Card on it. The Sci-fi ending triggers immediately after that cutscene. |
Trophy: Sci-fi-lent Hill — Reached the "Sci-fi" ending.
The Strange Postcards for the Blur Your Eyes trophy contain hints toward this sequence, but collecting them is not required to trigger the Sci-fi ending. You only need the three books and the access card.
Also worth knowing: because this ending skips the final boss, it does not award the boss trophy. Take Sci-fi first and reload, rather than last.
Getting All 5 Endings in Two Playthroughs
Two full playthroughs are the hard minimum, because the two joke endings simply do not exist outside New Game Plus. With two well-placed manual saves, though, you do not need more than that.
Save A — end of Part 4, Chapter 10, once you have completed all progression steps up to creating the Constructed Mechanical Device for the CEG Tower gate. Save B — Part 6, Chapter 15, at the point where you turn the red crank to release the container.
Playthrough 1: Abandoned + all collectibles
- Collect every collectible you can, and kill every enemy you encounter. More kills than Discoveries guarantees the Abandoned ending and gets you most of the collection trophies in one pass.
- If you are also chasing the no-manual-save trophy, do the whole run without calling
100after the first required save. Autosaves will carry you. - Take Save A at the end of Part 4 if you want a shortcut for the other main endings later — though on run one you will be finishing this save as Abandoned anyway.
Playthrough 2 (New Game Plus): the other four endings
- Start New Game Plus. Avoid killing enemies wherever possible, and re-collect every Document and Clue — the other collectible categories do not matter this run because they are already counted.
- Along the way, complete all the Dog ending steps (three coins into three banks) and all the Sci-fi ending steps (three books plus the Strange Access Card).
- If you are combining the speedrun trophy with this run, keep moving — it is very achievable to do all of this in under 4 hours. Pausing stops the timer, so pause when you check a guide.
- At Chapter 15, at the red crank, take Save B.
- Finish the game normally, with Discoveries well ahead of kills, to get Justice.
- Reload Save B and use the Strange Access Card on the keypad before the doorway to get Sci-fi.
- Reload Save B again, give the Gold Coin to the Guide Dog and beat the boss to get Dog.
- For Forever, reload Save A from Part 4 and finish with only a narrow Discoveries lead over kills. If you land Abandoned instead, reload and collect a couple more documents while avoiding kills during the final boss.
That yields all five endings, plus gives you a clean shot at the speedrun and no-manual-save trophies along the way. The trophy guide layers the remaining conditions on top of this route.

FIG. 03 — Every ending resolves in the final scene. Nothing earlier in the story changes.
What Actually Changes On Screen
Restricted transmission — click to reveal
All three main endings only change the final scene before the credits. There are no differences in earlier scenes or in gameplay progression leading up to them. That is worth knowing because it means you are not missing content by picking one ending over another — you are only choosing the closing beat.
The two New Game Plus endings differ in where they occur. The Dog ending plays out in the same final scene slot as the main endings, after you walk to Richard at the end of the pier. The Sci-fi ending triggers earlier, at Chapter 15, and cuts the normal final section short entirely, skipping the final boss.