The final door in Silent Hill: Townfall does not give Simon a last-second dialogue choice for Justice. Your ending is decided by the run you have already played: keep kills comfortably below 60, collect every Clue and Document you can reach, and build a Discovery lead of at least 20 over your kill total. Spoilers for all five endings follow.
Table of Contents (8)
All Silent Hill: Townfall endings and requirements
There are three standard endings available on a first playthrough — Justice, Forever, and Abandoned — and two New Game+ endings: Dog and Sci-fi-lent Hill. The standard endings are driven by Discoveries and kills made by Simon, rather than a branch chosen during the finale.
| Ending | Requirement | Key point |
|---|---|---|
| Justice | Finish with substantially more Discoveries than kills; target at least 20 more Discoveries and stay below 60 kills. | Unlocks the For St. Amelia trophy. |
| Forever | Finish with more Discoveries than kills, but only by a modest margin — around five is the practical target. | Keep under 60 kills and avoid building a large Discovery lead. |
| Abandoned | Finish with more kills than Discoveries. | Going over 60 kills guarantees this result. |
| Dog | New Game+ only; complete the three Dog-coin interactions, avoid the final card reader, then beat the final boss. | Overrides the normal Discovery-to-kill result. |
| Sci-fi-lent Hill | New Game+ only; read three extra books, obtain the extra access card, and use it at the final reader. | Using the card skips the final boss. |
Discoveries are the Clues and Documents found while exploring St. Amelia. Kills are enemies Simon defeats. Avoiding every enemy is not enough for Justice if you leave evidence behind; the route needs both low violence and thorough searching.
How to get the Justice ending
Justice is the safest “best ending” target because its route has a simple priority order: explore first, evade second, fight only when the game leaves no route around an enemy. The exact border between Justice and Forever is not given as a fixed in-game number, so a 20-Discovery lead gives you room for mandatory combat and missed items without relying on a borderline total.
- Sweep each explorable room before advancing. Check desks, shelves, side rooms, shop interiors, and any interactable object for Clues and Documents. A door that advances the chapter can cut off a return route, so collect evidence before committing to the next objective.
- Use the CRTV before forcing a combat route. The handheld FM/AM radio-TV receives transmissions that provide story clues and reveal enemy positions. Use that information to choose a quieter path instead of clearing a corridor for convenience.
- Bypass ordinary enemies whenever space allows. Crouch, peek around corners, create noise with bottles, car alarms, or switched-on radios, and use lockers when a patrol gets too close. These tools exist to keep your kill count down.
- Do not treat the 2×4 plank as a room-clearing weapon. It is a self-defense tool when Simon is caught, and its durability is limited. Spending it on avoidable encounters risks both the weapon and the Justice calculation.
- Keep the finale clean. Near The Weight, also called Lung Head, use the Flare Gun to stun or interrupt threats rather than adding unnecessary kills. Finish the final sequence normally after preserving your Discovery lead.
A fully pacifist run is not required and is not practical because progression includes mandatory combat. The important part is refusing optional fights: an enemy blocking a narrow route may need dealing with, while an enemy patrolling a larger room usually does not.

The Justice decision points that can ruin the run
Justice is lost through accumulated habits, not one bad story decision. The critical choices are whether you search or move on, investigate evidence or ignore it, and evade or kill when a monster appears. Reaching the ending with fewer than 60 kills does not guarantee Justice if your Discovery total is too low.
- Skipping side rooms: Every missed Clue or Document reduces the margin protecting you from the Forever result.
- Clearing rooms “to be safe”: Extra kills solve a short-term navigation problem while pushing the ending calculation in the wrong direction.
- Using ammunition on patrols: Distract, hide, or run past enemies when the environment gives you an exit.
- Turning the final approach into a fight: The late-game sequence is where a low-kill run can suddenly become messy. Preserve the Flare Gun for interruption and escape space.
- Aiming for the minimum lead: A one- or five-Discovery advantage belongs in Forever territory. Keep collecting until the gap is clearly large.
What happens in the Justice ending
Justice begins with Simon firing the Flare Gun into the air and summoning the Collapse. St. Amelia’s manifestation brings Richard to account for the disaster and the suffering inflicted on the town. Simon’s route through clues, documents, and restraint matters here: the ending centers the town’s judgment rather than a personal revenge choice.
How to get Forever and Abandoned
Forever is the middle route. Keep Discoveries slightly ahead of kills — around five more is the useful target — while remaining under 60 kills. Do enough exploration to stay on the positive side of the calculation, but do not build the large evidence lead required for Justice.
Abandoned is the violence-heavy outcome. Finish with more kills than Discoveries; exceeding 60 kills removes any ambiguity and guarantees Abandoned. For a deliberate Abandoned run, ignore most optional documents and kill enemies instead of using the stealth routes, distractions, lockers, and alternate paths that support Justice.
How to get the Dog ending in New Game+
Dog is a New Game+ ending. First complete the game once, then collect and use the three Dog coins during the next run. The coin interactions are spread across the story, so missing one means the final boss will resolve through the ordinary Discovery-and-kill system instead.

- Bronze coin: Part 1, at the Guide Dogs for the Blind collection box near the pharmacy.
- Silver coin: Part 4, at the laundromat after cutting through the fence with the pruners.
- Gold coin: Part 6, in SWDP – Different, room 793, at the same panel as Guide H.
After completing all three coin interactions, reach the Part 6 finale without using the extra access card on the final reader. Defeat the final boss. The game then plays Final Dog instead of choosing Justice, Forever, or Abandoned from your run statistics.
How to get Sci-fi-lent Hill in New Game+
Sci-fi-lent Hill also requires New Game+, but it uses the three extra books and an extra access card. This is the route to take if you want to bypass the final boss rather than trigger Dog.
- Extra Book 1: Part 4, in Clara Woods’ shop.
- Extra Book 2: Part 4, in the shop at the southwest corner of Atlas Square.
- Extra Book 3: Part 6, SWDP – Different, room 621.
- Extra access card: Part 2, solve the symbols puzzle at the Shorefront – Different hotel door.
At the final Part 6 door, use the extra access card on the card reader beside the final keyboard. This activates Sci-fi-lent Hill and skips the boss encounter. Do not use that reader if Dog is the ending you are pursuing.
Five endings in two playthroughs
The efficient route starts with Justice on the first playthrough, then uses New Game+ saves to branch into the remaining four endings. Keep the first run low-violence and exploration-heavy, then use the second run to gather every secret-ending item.
- Finish the first run with a large Discovery lead and fewer than 60 kills for Justice.
- In New Game+, collect the three Dog coins, all three extra books, and the extra access card. Avoid unnecessary kills while collecting them so the main-ending branches remain flexible.
- Create Save A in Clara Woods during Part 4.
- Continue through Part 6, collect Extra Book 3 in SWDP – Different room 621 and the Gold coin in room 793, then create Save B before the final door and its card reader.
- Load Save B and use the extra access card for Sci-fi-lent Hill.
- Load Save B again, leave the card reader unused, and defeat the boss after completing the three coin interactions for Dog.
- Load Save A, finish with a narrow Discovery advantage for Forever.
- Load Save A again, kill aggressively through the remaining sections and push past 60 kills for Abandoned.
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