Silent Hill Townfall All Endings – How to Get All 5

Get Justice, Forever, Abandoned, Dog and Sci-Fi/UFO endings, understand kills vs discoveries, and use NG+ saves to unlock all five.

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Silent Hill Townfall All Endings – How to Get All 5

Quick Answer

For Justice, Forever or Abandoned, finish the game with the right balance between Discoveries and enemies killed. Dog and Sci-Fi/UFO require New Game Plus, so finish the story once before attempting either secret ending.

Silent Hill: Townfall does not ask you to choose Justice, Forever or Abandoned from a final dialogue menu. By the time Simon reaches the last sequence, the game has already been tracking two numbers across the run: how many enemies you killed and how many Discoveries you found.

The two secret outcomes work differently. Dog and Sci-Fi/UFO only become available after finishing the game once and starting New Game Plus, where new items and interactions appear throughout several Parts.

There are five endings in total:

Justice — Discoveries finish comfortably above kills
Forever — Discoveries finish only slightly above kills
Abandoned — kills finish above Discoveries
Dog — NG+ coin sequence
Sci-Fi / UFO — NG+ books, symbol door and Strange Access Key Card sequence

The standard three are mainly about how you play. The secret two require specific objects that can be missed hours before their final trigger.

How Kills and Discoveries Choose the Normal Ending

Townfall has 85 Discoveries. These are the clues and documents that increase the Discovery total as you investigate St. Amelia and the CEG areas.

For Justice, Forever and Abandoned, the important comparison is:

enemies killed vs. Discoveries found

Play time does not appear to decide between those three endings. Healing frequency and unrelated collectible categories do not appear to change the calculation either.

That means a player who explores every side room but still kills a reasonable number of enemies can end in a very different place from someone who moves quickly, skips documents and clears most encounters with weapons.

The three normal endings only change the final sequence before the credits. You do not need a different story route through every earlier Part.

How to Get the Abandoned Ending

Abandoned is the easiest of the three normal endings to control.

Finish the game with:

kills > Discoveries

A run with frequent combat and relatively little optional document collecting naturally pushes the two totals in this direction. You still need whatever clues are required for progression and puzzles, but optional exploration works against an Abandoned attempt because every extra Discovery closes the gap.

On my first completed run, the ending awarded after the final sequence was:

Abandoned Ending

Abandoned Ending result in Silent Hill Townfall
Abandoned appears when the run finishes with kills ahead of Discoveries.

Abandoned also fits a faster playthrough reasonably well. Fighting an enemy that physically blocks the route can be quicker than spending time hiding or making a long detour, while skipping optional documents prevents the Discovery total from climbing too far.

Do not assume every first playthrough must end here, though. A player who explores heavily and avoids optional combat can move toward Justice instead.

How to Get the Justice Ending

Justice sits at the opposite end of the same system.

Finish with:

Discoveries considerably higher than kills

You do not need a completely pacifist run. In fact, Townfall forces roughly 15–20 enemy kills through normal progression, so a few unavoidable fights will not ruin Justice.

The practical approach is to read and collect as much as possible while treating ordinary combat as optional. When an enemy can be bypassed, distracted or escaped, leaving it alive protects the gap between the two totals.

The requirement has a fair amount of room. A run around 80 Discoveries can still reach Justice even with more than 50 kills, so one messy section does not mean the ending is lost.

Part 6 is where it becomes easiest to add unnecessary kills. Save ammunition for enemies that genuinely stop progression and move past the others when the area allows it. The Part 6 Simon walkthrough covers the facility route and final encounter without requiring every roaming enemy to be cleared.

How to Get the Forever Ending

Forever uses the same two statistics, but the target is narrower:

Discoveries must remain above kills, with the totals relatively close together.

This is why Forever is harder to force cleanly than either Justice or Abandoned. Too much exploration with too little combat pushes the run toward Justice. Let kills overtake Discoveries and the result becomes Abandoned.

The safest way to attempt Forever is from a backup rather than committing an entire playthrough to an unknown threshold.

A particularly useful branch point comes in Part 4: Clara Woods, after you have assembled the Constructed Mechanical Device but before using it to open the route toward the CEG tower.

From that save, increase your kill count while reducing optional document pickups as you continue through Richard and Simon’s sections. Around ten additional kills in Clara Woods can move the run toward the middle, but the number is not a guaranteed formula because your earlier totals may already be different.

Make another backup in Part 6 around the red crank section.

If the final result is Abandoned, your kills went too far. Reload the later save, collect several additional documents before the ending and avoid killing ordinary enemies during the final encounter.

The Fastest Setup for All Five Endings

You need at least one completed playthrough before Dog or Sci-Fi/UFO can be activated.

A practical two-run setup is to use the first playthrough for Abandoned, then use New Game Plus to prepare everything else.

During that NG+ run, collect documents aggressively and avoid optional fights so the normal result is heading toward Justice. At the same time, complete the Dog and Sci-Fi item chains as they appear.

Before using the Constructed Mechanical Device to enter the CEG tower in Part 4, create a separate save.

In Part 6, create another backup around the red crank.

From there you can finish normally for Justice, reload the later branch to complete the Sci-Fi sequence, reload again for Dog, and return to the earlier Clara Woods branch when you want to rebalance kills and Discoveries for Forever.

That approach avoids doing five completely separate full runs.

How to Get the Dog Ending

The Dog Ending only exists in New Game Plus.

You need three coins:

Bronze Coin → Silver Coin → Gold Coin

Each coin is found in a different Part, and each must be placed into the corresponding dog interaction before finishing the story.

Missing one early coin means you cannot repair the sequence near the end, so check each step before moving too far beyond its area.

Bronze Coin – Part 1 Arrival

During Arrival, follow the Shorefront route to the Video Star store.

Search the small back room and take the Bronze Coin from the shelf.

Bronze Coin location for the Dog Ending in Silent Hill Townfall
The first Dog Ending coin is in the Video Star back room during NG+ Arrival.

Return toward Main Street.

Before reaching the Pharmacy, look for the dog interaction and place the Bronze Coin there.

After the coin is deposited, continue Arrival normally. If you need the surrounding St. Amelia route, the Part 1 Arrival walkthrough will bring you through the same district.

Silver Coin – Part 4 Clara Woods

The second coin appears when you return to Clara Woods in NG+.

After entering the area, go up the road to the intersection and turn right. Search the backyard where the strange postcard could be found during the first playthrough.

Take the Silver Coin from the shelf.

Continue until you obtain the Boltcutters. Use them on the route behind the post service building to reach the laundromat.

The second dog bank is inside.

Deposit the Silver Coin before continuing deeper into Clara Woods.

The normal progression around the lockers, Boltcutters and Mechanical Parts is covered in the Part 4 Clara Woods walkthrough.

Gold Coin – Part 6 Simon

The final Dog coin appears in Part 6.

When Simon reaches the control panel used to unlock the route toward the valve, also open:

Room 793

Enter 793 before leaving the lower section and take the Gold Coin from the console.

Room 793 on the Regulator Systems camera in Silent Hill Townfall
Use the Regulator Systems view to identify Room 793, then open it and collect the Gold Coin inside.

Room 592 is tied to normal progression, so continue through it afterward and activate the valve.

Later, after returning through the control sequence and moving into the red hallways, watch for another dog bank at the intersection.

Deposit the Gold Coin there.

Once all three coins have been placed, continue through the normal final encounter and ending sequence to trigger the Dog outcome.

How to Get the Sci-Fi / UFO Ending

Sci-Fi, also called the UFO Ending, is the other NG+ result.

This chain is longer than Dog because it starts in Part 1 and includes:

three unusual books → symbol door → Strange Access Key Card → final Part 6 keypad

Completing the last step triggers the ending early enough to skip the normal final boss.

Part 1 – Get History of Space Flight

During NG+ Arrival, enter Zoe’s house in Shorefront District South.

Go into the bedroom and inspect the book on the floor to the left of the bed.

Take:

History of Space Flight

Do not leave this until later. Once the story has moved on from Zoe’s house, the remaining Sci-Fi steps will not replace a missed first book.

Part 2 – Solve the Symbol Door

During Zoe’s Part, after taking Richard’s gift, enter the hotel and go upstairs.

Find the unusual door covered with symbol buttons.

Press them in this order:

bird → tree → planet → bird → three-legged triangle → satellite → satellite → fish → rocket → planet → dog → pillar

Sci-Fi UFO Ending symbol door sequence in Silent Hill Townfall
The NG+ symbol door must be entered in the correct order; a wrong symbol resets the sequence.

A wrong input resets the entire pattern, but you can start again immediately.

When the door opens, search the area near the elephant statue and take the:

Strange Access Key Card

Keep it. Its final use does not come until Part 6.

Part 4 – Get the Second Strange Book

Return to Clara Woods and progress into Missing Parts.

After the phone conversation with Richard, go to the shop on the southwest corner of Atlas Square.

Look at the shelving immediately to the left after entering.

Take:

Freeze Me, Wake Me — Elias Fiser

Continue the rest of Clara Woods normally.

Part 6 – Open Room 621 for the Third Book

In Simon’s final section, return to the same control area used for the valve route.

Along with the room required for progression, also unlock:

Room 621

Enter it and inspect the table beside the resource container.

Take the third unusual book before leaving.

At this point you should have completed all three book steps and still be carrying the Strange Access Key Card from Part 2.

Use the Strange Access Key Card Before Simon Removes the IV

Continue through the red hallways.

Eventually you approach the doorway that starts the scene where Simon removes his IV.

Do not walk through it immediately.

Look to the left of the doorway for a keypad and use the Strange Access Key Card there.

Final Strange Access Key Card keypad for the Sci-Fi UFO Ending in Silent Hill Townfall
Use the Strange Access Key Card on the keypad beside the IV sequence doorway before continuing.

After using the card, proceed through the doorway.

Once the IV sequence plays, the Sci-Fi / UFO Ending triggers instead of the normal final route.

Because this ending activates early, you skip the regular final boss.

Completing the Sci-Fi ending also unlocks the Pistol 3000, which makes later combat-focused runs much easier if you still need another ending.

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