Silent Hill: Townfall has three firearms on a first run (the Pistol, the Flare Gun and the Shotgun), improvised weapons you pick up everywhere (planks and pipes for melee, bottles and bricks to throw), and two New Game Plus extras, the Axe and the Pistol-3000. The Pistol and Shotgun are handed to you by the story, but the Flare Gun sits in a locker you can walk straight past.
Konami’s Steam page promises only “a limited set of weapons,” and that is accurate. Here is where each one is, what it does, and which you should save ammo for. The locations below name areas and chapters but no story events.
Every Weapon at a Glance
| Weapon | Type | How you get it | Run |
|---|---|---|---|
| Plank | Melee | Found throughout | Any |
| Pipe | Melee | Found throughout | Any |
| Bottle | Throwable | Found throughout | Any |
| Brick | Throwable | Found throughout | Any |
| Pistol | Firearm | Story, Part 2 | Any |
| Flare Gun | Firearm | Locker 75, Part 4 (missable) | Any |
| Shotgun | Firearm | Story, Part 5 | Any |
| Axe | Melee | Shore Wynd storage or Mr. Stewart’s yard | New Game Plus |
| Pistol-3000 | Firearm | Same storage area, or the Boardroom | New Game Plus, after the Sci-fi ending |
That list matches GameRant, KeenGamer, PowerPyx and Gamer Guides’ item database. No guide mentions a weapon upgrade system; progress comes from finding new weapons, not improving old ones.
Melee Weapons and Throwables
Planks and pipes have no fixed locations. You find them lying around as you explore, and PowerPyx notes both can kill every regular enemy type. The in-game descriptions (via Gamer Guides) tell you what to expect: the Plank is “a fragile plank of wood,” the Pipe “a durable section of pipe.” The PlayStation hands-on preview reported that wooden weapons can wear out after only a few encounters, so treat a plank as disposable and grab a pipe whenever you see one.
Bottles and bricks are throwables. Their main job is distraction: toss one and enemies go to check the noise. PowerPyx and KeenGamer add that a throwable can finish off a weakened enemy, and a thrown object or melee swing also sets off car alarms on ordinary cars (not vans), which draws monsters.
The Pistol
You get the Pistol in Part 2, Chapter 6 (“Journey to Medical”), in Shorefront District South. It is in a box in the Town Square labeled “Richard’s Gift,” and you must choose to take it. This happens when control returns to Simon after Zoe’s section. PowerPyx, GameRant and KeenGamer all place it here.
- Damage: two shots kill a standard enemy (GameRant, KeenGamer).
- Ammo: Pistol Rounds, scarce early. Worthplaying estimated around 40 across a whole run.
- Revolver or pistol? Early previews called it a revolver, and the gun database IMFDB identifies the model as a Webley revolver, but the game’s own item name is simply “Pistol.”
The Flare Gun (Missable)
This is the gun to watch for. In Part 4, Clara Woods Estate Ground Level, take the Barcode (CEG Lockers) from the counter by the barcode scanner, scan it to get PIN 184, then open Locker 75 in the CEG Lockers building. Every other locker code in that area is in our codes guide. The locker also holds Flare Cartridges.
- Damage: one shot kills a standard enemy and sets it on fire (GameRant, KeenGamer).
- Utility: fire it at a spot to distract enemies, and GameRant reports it stuns the Weight, the stalker covered in our bosses and monsters guide.
- Handling: PowerPyx says the flare flies straight briefly, then veers.
If you skip the locker, you finish the run without it, and PowerPyx notes the Creative Process trophy asks for a kill with each weapon type in one run. Our trophy roadmap covers the rest of that list.
The Shotgun
The double-barreled Shotgun is added automatically in Part 5 when Richard enters CEG Tower. It one-shots standard enemies, and GameRant reports shotgun ammo is plentiful in that section. Simon uses it again in the final stretch. Gamer Guides’ database lists a different location, but every other source agrees on CEG Tower.
New Game Plus Weapons
Mild spoiler warning: this section names one of the secret endings. It reveals nothing about the story.
Finish the game once on any ending and New Game Plus adds two weapons (our New Game Plus guide covers the rest of the mode):
- The Axe. One-hit kills, and it can block. As Simon in Part 1, go past the row of “For Sale” houses and through the white gate into the Shore Wynd storage area. As Zoe in Chapter 5, it leans against the shed in the yard just before Mr. Stewart’s house. GameRant calls it infinite-durability; Gamer Guides’ description says “highly durable.” Our axe guide has step-by-step directions and the “Here’s Simon!” trophy.
- The Pistol-3000. A laser pistol with infinite ammo that vaporizes enemies in one shot, per GameRant and KeenGamer. It only appears in a New Game Plus run after you have completed the Sci-fi ending once. As Simon, it is in the same Shore Wynd storage area as the Axe; as Richard, it is on the Floor 5 Boardroom table beside the Level 3/4 Access Card. It unlocks the Future Hardware trophy.
Tips for Using Your Arsenal
- Carry a spare melee weapon. Planks break at the worst moments.
- Save flares and shotgun shells for the final boss. Walkthroughs report ammo and healing are stocked around the last fight, but going in full helps.
- Fight less, explore more. The ending you get weighs kills against discoveries, as our endings guide explains, so a thrown bottle is often better than a bullet.
- Remember the Flare Gun locker. It is the only weapon you can miss on a first run.
For blocking, stealth and healing basics, see our combat guide, and browse the Silent Hill guides hub for everything else.
Frequently Asked Questions
How many weapons are in Silent Hill Townfall? Nine by most guides’ count: three firearms and four improvised weapons on a first run, plus the Axe and Pistol-3000 in New Game Plus.
Can you miss the Flare Gun? Yes. It is in Locker 75 in Clara Woods (PIN 184), and nothing forces you to open it.
Are there weapon upgrades? No guide we checked mentions an upgrade system. New weapons are the only way your arsenal improves.
Does the Pistol-3000 have infinite ammo? Yes, according to GameRant and KeenGamer. It unlocks in New Game Plus after you finish the Sci-fi ending.