Your ending in Silent Hill: Townfall comes from a hidden score: every document or clue you collect adds a point, and killing enemies as Simon, being revived by an IV bag, and making mistakes in one medical sequence take points away. A high score, a middling score and a negative score each lead to one of the three main endings, and two joke endings unlock only in New Game Plus through collectibles.
The first two sections below are spoiler-free. Ending names, exact thresholds and the secret ending steps are behind a warning. For the spoiler-free overview of how many endings there are and why, start with our endings explainer.
The Score in Plain Terms
The developers said before launch that the game tracks how much you explore and how aggressive you are. Post-launch guides have since put numbers on it. PowerPyx and GameRant publish the same weights, which PowerPyx credits to players on PSNProfiles and Reddit who worked them out:
| Action | Effect on the score |
|---|---|
| Each Discovery (a Clue or Document) | +1 |
| Each enemy killed as Simon | -2 |
| Each IV bag revive as Simon (a “Cannula” refill) | -4 |
| Each mistake in the Chapter 7 medical puzzles | -3 |
Konami has not published these numbers, so treat them as community findings that two established guides agree on. Kills as other characters count in the end-of-run statistics but not in the score, according to PowerPyx. Strange Postcards do not count as Discoveries.
There are 85 Discoveries in the game, per PowerPyx and GameRant, so there is room for a few mistakes in any run.
How to Play for the Ending You Want
- Read everything. Every document is a point. Our puzzles guide shows how clues are laid out.
- Avoid killing as Simon. Each kill costs two Discoveries. Hide, throw bottles and bricks, or run; our bosses and monsters guide covers stealth.
- Do not die with an IV bag equipped unless you mean to. Each revive costs four points. Our IV bag guide explains when it triggers.
- Keep manual saves before big fights, so you can reload rather than kill your way out. See our saving guide.
- Difficulty does not matter. No ending is locked to a difficulty setting.
Spoiler warning: everything below names the endings, gives their thresholds and describes the secret ending steps. It does not describe what happens in any ending.
The Three Main Endings
| Ending | Score needed (PowerPyx) | Trophy |
|---|---|---|
| Justice | More than 20 | For St. Amelia (Gold) |
| Forever | 0 to 19 | Here To Stay (Gold) |
| Abandoned | Below 0 | Just Making Things Worse (Gold) |
PowerPyx’s thresholds leave a score of exactly 20 undefined, so aim well clear of it. GameRant also reports a 60-kill lock: go past 60 kills and you get Abandoned no matter how many Discoveries you have. GameRant’s example of a safe Justice run is 78 Discoveries and 18 kills.
Forever is the hardest to aim for, PowerPyx says, because its window is the narrowest. A reliable route: collect Discoveries normally, then fine-tune with kills late in the game, saving before each fight so you can reload if you overshoot.
The Dog Ending (New Game Plus)
Collect three coins and drop each into a “Guide Dogs for the Blind” collection dog. The coins only exist in New Game Plus, and all are missable within that run.
| Coin | Where it is | Where it goes |
|---|---|---|
| Bronze | Chapter 1, a shelf in the back room of the Video Star store | The collection dog on Main Street by the Pharmacy |
| Silver | Chapter 9, a shelf in the Clara Woods backyard shed (the same shed as Strange Postcard 10) | The dog in the laundromat, after you get the bolt cutters |
| Gold | Chapter 15, on the console in room 793 in the SWDP (unlock it from the Remote Systems Control panel) | The dog at the end of the red-lit hallway past the four-way split |
The Dog ending plays after the final boss and unlocks Let’s Talk This Out (Silver). KeenGamer describes the Silver Coin’s spot slightly differently, as a shed on the east road before the estates.
The Sci-fi Ending (New Game Plus)
This one skips the final boss entirely, per PowerPyx. You need three Strange Books and the Strange Access Card:
- Book 1, Chapter 3: “History of Space Flight, 1952 – 1992,” on the floor by the bed in Zoe’s House.
- Strange Access Card, Chapter 6: after taking Richard’s Gift, go upstairs in the Haldane Hotel to the door with 25 symbol buttons and press Bird, Tree, Planet, Bird, Triangle, Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar. The Strange Postcards show these symbols, but PowerPyx notes you do not need them if you know the order. The card is inside (PowerPyx: by the elephant statue; GameRant: on the bedside table).
- Book 2, Chapter 10: “Freeze Me / Wake Me,” on a bookshelf in the store in the southwest corner of Atlas Square.
- Book 3, Chapter 15: “A Map of Nowhere Else,” in room 621 in the SWDP (unlock it from the Remote Systems Control panel).
- Trigger, Chapter 15: before the door where Simon pulls out his IV, use the card on the reader on the left wall.
It unlocks Sci-fi-lent Hill (Silver), and your next New Game Plus run adds the Pistol-3000. Our weapons guide says where it spawns.
Frequently Asked Questions
How do you get the good ending in Silent Hill Townfall? Collect as many documents and clues as you can and kill as little as possible as Simon. PowerPyx and GameRant tie Justice to a score above 20.
Can you get every ending in one playthrough? No. The two secret endings require New Game Plus, and each main ending needs its own score range.
Do Strange Postcards affect the ending? Not the score. Their symbols hint at the hotel door order for the Sci-fi ending.
Does difficulty change the ending? No. Every ending is available on any difficulty.