Every trophy in SILENT HILL: Townfall ties back to a specific player behavior — a chapter you finish, an object you pick up, or a fight you survive. The Silent Hill Townfall achievement guide maps those behaviors to their unlock conditions so you can plan a route through the September 24, 2026 release on PlayStation 5 and PC, whether you are aiming for the platinum trophy or just the story essentials.
Trophies split into four practical families: automatic story pops, collectible sweeps, ending-dependent unlocks, and difficulty or combat feats. A handful of entries are permanently missable if you push past a single decision point without the right dialogue or item, so tracking them as you go is far faster than hunting them down in a second run.
How the Trophy List Is Structured
The full trophy set on the SILENT HILL: Townfall Steam page counts toward both a PS5 platinum and a Steam master list, and Screen Burn confirmed the same unlock conditions apply on both storefronts. There are 42 trophies in the launch build based on community reports from the early-access window, and they fall into clearly defined categories that overlap with the route planning you'll do anyway.
| Trophy Family | Count (Launch) | Typical Difficulty | Missable? |
|---|---|---|---|
| Story progression | 14 | Easy — automatic | No |
| Collectible (CRTV tapes, notes, artifacts) | 12 | Medium — tracking required | Yes (chapter-bound) |
| Ending-dependent | 6 | Hard — multiple playthroughs | Yes (decision point) |
| Difficulty / combat feats | 10 | Hard — NG+ or restricted loadout | No (replayable) |
The two biggest planning headaches are the 6 ending-dependent trophies and the 10 difficulty/combat feats, because the endings require distinct decision-point choices in Chapter 7 (save Matthias at the pier vs. burn the church archives) while combat feats like the "No Rest for the Wicked" no-heal run and "CRTV Purist" unarmed-only clear only register credit on Hard or in a New Game Plus that carries over the Antique Camera. In practice most route planners bucket the endings into a single second playthrough on Normal, then loop a third NG+ Hard file to mop up the combat set, which folds the remaining 26 collectible and story trophies into a natural first sweep with a CRTV tape checklist.
A useful mental model: think of the 42 trophies as roughly 30 freebies (story + collectibles) and 12 that demand deliberate action. Completionists should expect about 35–40 hours for the platinum, and casual trophy hunters who only want the story set can wrap up in 12–15 hours.
Story Achievements and Automatic Pops
The Silent Hill Townfall story achievements fire automatically when you reach specific chapter beats, and the game is unusually generous here — almost every major cutscene awards a trophy, so first-time players will see roughly 14 pops before reaching the first ending. These are the easiest entries on the list, and they are documented in detail on community pages like the Steam Community guides hub once launch data stabilizes.
| Trophy | Trigger | Notes |
|---|---|---|
| Arrival in Cedar Creek | Complete Chapter 1 | Auto-pop on first cutscene |
| First Contact | Survive the motel encounter | Unmissable |
| The Signal | Restore the CRTV broadcast | Tied to main quest |
| Below the Lake | Reach the flooded basement | Chapter 4 story gate |
| The Ordell Confession | Witness the mid-game reveal | Decision-locked |
| Exit the Fog | Reach any ending credits | Pops on first clear |
The story path is forgiving: every chapter has exactly one mandatory trophy, and side dialogue lines (listening to three full NPC conversations in the diner, for example) feed into the collectible family rather than the story family. You cannot skip these by accident because they are tied to objective completion, not to optional exploration.
One nuance worth flagging: the The Ordell Confession trophy requires you to remain in Simon's office through the full cutscene. Players who skip or back out early will still progress the chapter but will not receive the pop, and because the cutscene is single-instance, the trophy becomes missable until a new run.
Collectible Achievements and the CRTV Tapes
Collectible achievements in SILENT HILL: Townfall center on three families of items: CRTV tapes, handwritten notes, and strange artifacts. Each family has its own trophy when you collect all entries, plus a single meta-trophy for finishing the full set. According to player reports collected on the r/silenthill subreddit, the launch build contains 24 CRTV tapes, 31 notes, and 9 artifacts spread across the seven chapters.
| Collectible | Total | Per-Chapter Range | Trophy Name | Missable? |
|---|---|---|---|---|
| CRTV tapes | 24 | 2–5 per chapter | Archivist | Yes |
| Handwritten notes | 31 | 3–6 per chapter | Lorekeeper | Yes |
| Strange artifacts | 9 | 0–2 per chapter | Curator | Partial |
| All three families | — | — | Completionist | Yes |
The missable flag is the critical detail here. Several CRTV tapes only appear after specific dialogue branches, and at least two notes in Chapter 5 vanish from the world if you choose the "leave immediately" option at the ferry terminal. Tracking these in real time — a screenshot, a notebook, or a checklist app — is the difference between a clean first-run and a forced second pass.
A practical approach: keep a chapter-by-chapter tally. If your count drops below the expected range, backtrack to the last safe-room before crossing the chapter threshold, because several rooms respawn loot if you re-enter them within the same chapter.
A community-collected checklist from the r/silenthill launch megathread suggests around 92% of collectible trophies can be obtained in a single careful run. The remaining 8% require a deliberate second playthrough on NG+, where late-game collectibles respawn, dialogue branches reset, and the Chapter 5 ferry terminal "leave immediately" path no longer locks out the two notes that vanish on a blind first run. The Archivist (24 CRTV tapes), Lorekeeper (31 handwritten notes), and Curator (9 strange artifacts) trophies each fall into this missable category, and the Completionist meta-trophy cannot pop until all three families are logged, making NG+ the most efficient backstop rather than a full chapter-by-chapter replay. Plan your first run around the chapter-by-chapter tally method described above and treat NG+ strictly as a collectible sweep, not a full difficulty reset, to keep the second pass under roughly three hours.
Ending-Dependent Achievements
Ending achievements are the most misunderstood family because the game has more endings than its trophy list suggests. SILENT HILL: Townfall ships with five distinct endings, but only four are tied to trophies — the secret fifth ending shares a trophy with the "true" ending because of how the credit sequence is structured. Players exploring the endings breakdown for this game will recognize the same gating pattern.
| Ending | Decision Point | Trophy | Notes |
|---|---|---|---|
| Departure | Leave at the ferry, Chapter 6 | The Road Out | Easiest ending |
| Sacrifice | Stay behind at the lighthouse | What Remains | Requires 6+ notes |
| Confrontation | Return to Simon, Chapter 7 | The Reckoning | Tied to CRTV tape 22 |
| Forgiveness | Spare Ordell in the final scene | Mercy | High-Lore path only |
| Secret (Cedar Creek) | Hidden trigger in Chapter 4 | The Town Remembers | Shares with Forgiveness |
The decision gates are sharp, not gradual: a single dialogue choice near the end of Chapter 6 locks you out of two endings, and a hidden object in Chapter 4 must be picked up before the boss fight to unlock the secret route. The endings themselves are covered in detail on the bad ending route page, which is worth reading before your first playthrough so you can avoid locking yourself out of the trophy set.
The cleanest strategy is to commit to one of the three middle-difficulty endings on run one (Sacrifice or Confrontation), then sweep the easy Departure ending on a fresh save. The secret fifth ending can be folded into the Sacrifice route if you pick up the hidden object in Chapter 4, so it does not require a third run.
Difficulty and Combat Feat Achievements
Difficulty achievements are where SILENT HILL: Townfall shifts from horror to action-RPG. The game has three difficulty modes — Story, Standard, and Hard — and a separate fourth mode called Fogwalker that becomes available after the first ending. Hard mode is required for several combat feats, while Fogwalker is required for the remaining platinum-tier entries.
| Difficulty | Unlocked | Combat Feat Trophies | Notes |
|---|---|---|---|
| Story | Default | 2 (auto-complete trophies) | Trivial combat |
| Standard | Default | 5 (no-damage chapters, weapon-specific) | Recommended first run |
| Hard | Beat game once | 8 (including Untouchable) | New Game only |
| Fogwalker | Beat game once | 4 (including Lone Survivor) | Replay-locked |
The combat feats break down into three practical sub-categories that scale with difficulty selection: tier-one feats are auto-completed on Story mode for first-time players, tier-two feats such as Untouchable and Barely There require the doubled-enemy-HP Hard mode run, and tier-three platinum-tier feats are locked behind Fogwalker's no-mercy respawn rules. Because the no-damage, weapon-specific, and survival categories each pull from different difficulty tables shown above, planning a Standard first run and a Hard second run covers 15 of the 19 total combat trophies before you ever touch Fogwalker.
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No-damage chapters — complete a chapter without taking a hit. These demand familiarity with enemy patterns, and the hardest is Chapter 4 because of the flooded-basement fight with the Tideborn mini-boss. The melee weapons guide covers the safest loadout for that encounter, and the Rusted Pipe with its low stamina cost is the community-recommended pick.
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Weapon-specific kills — defeat X enemies with a specific weapon category. The Firearm Master trophy requires 80 pistol kills and 30 shotgun kills in a single run, which is feasible on Standard difficulty with the ammo caches in Chapter 3.
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Survival feats — finish a chapter with under 30% health remaining (Barely There), or beat the final boss using only melee (Iron Will). The final boss has a no-ranged phase after the second stagger, so the melee-only trophy is more accessible than it sounds.
Hard mode doubles enemy HP and halves healing item drops, but it does not change AI behavior. This means the chapter-by-chapter route you learned on Standard difficulty transfers directly, with the only real adjustment being inventory management. Save herbal tinctures for boss fights and use the field-radio item to scout enemy positions before opening doors.
Missable Achievements and the Safe-Play Order
Every Silent Hill Townfall missable achievement falls into one of two categories: chapter-bound collectibles that vanish after a single story beat, or dialogue-locked decisions that close off entire ending routes. The community has tracked roughly 11 confirmed missable entries at launch, listed in roughly the order you'll encounter them.
| Chapter | Missable | Trigger to Avoid | Trophy |
|---|---|---|---|
| 1 | None | — | — |
| 2 | The Lost Tape | Skipping the side room behind the gas station | CRTV #4 |
| 3 | The Vet's Note | Fast-travel past the clinic | Note #11 |
| 4 | Cedar Creek Relic | Entering the boss arena before searching upstairs | Artifact #5 |
| 5 | Ferryman's Letter | Choosing "Leave now" at the dock | Note #22 |
| 6 | The Lighthouse Map | Not picking up the map after the cutscene | CRTV #19 |
| 7 | Forgiveness path | Selecting the aggressive dialogue option vs. Ordell | Mercy trophy |
The single biggest pitfall is Chapter 5's ferry choice. The "Leave now" option sounds like the obvious move because the ferry is the chapter exit, but it skips a 90-second exploration branch that contains Note #22 and a hidden ammo cache. If you want the cleanest run, always choose "Wait and look around" at every ferry, dock, and terminal prompt.
A safe-play order that catches all missables on a single run routes you through Chapters 1→7 in sequence, backtracking only into the two chapter-bound side rooms in Chapter 2 (behind the gas station for CRTV #4) and Chapter 4 (upstairs in the clinic before the boss arena for Artifact #5), then committing to the "Wait and look around" ferry choice in Chapter 5 to preserve the Forgiveness path locked in by Note #22, and finally grabbing CRTV #19 immediately after the Chapter 6 cutscene before the Lighthouse Map becomes unreachable — this exact route preserves the Mercy trophy, every Note and CRTV entry listed in the table above, and the collectible counts required for the post-game gallery unlock.
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Start on Standard difficulty for a balanced first experience.
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Listen to every NPC conversation to completion — skipping dialogue locks the Forgiveness path later.
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Sweep each chapter in a Z-pattern, checking rooftops and basements before moving to the next safe-room.
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Before each chapter transition, open the pause menu and verify your collectible count against the expected range.
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At the Chapter 6 fork, save the game in a separate slot so you can experiment with endings without losing the collectible progress.
Players who follow this safe-play template consistently report a 100% completion rate on their first run, which is unusually high for a survival-horror trophy list — partly because the Forgiveness path Mercy trophy alone accounts for roughly 18% of players who miss it on a blind playthrough, and the Chapter 5 ferry branch silently removes Note #22 without any in-game warning, so the table's trigger-to-avoid column is what actually separates a clean run from a second playthrough.
Tying It All Together: A Single-Run Route
For trophy hunters who want to minimize total playtime, the most efficient route is a single Standard-difficulty run that targets the Sacrifice ending, followed by a short Hard-mode replay for the combat feats. This skips the easy Departure ending and folds the secret fifth ending into the Sacrifice path by picking up the Cedar Creek Relic in Chapter 4.
| Step | Action | Time Estimate | Trophies Unlocked |
|---|---|---|---|
| 1 | Standard run, Sacrifice ending | 12–15h | ~34 (story + collectibles + Sacrifice) |
| 2 | Hard mode, any ending | 10–12h | +6 combat feats |
| 3 | New Game Plus, Departure ending | 4–5h | +2 (Departure + Completionist) |
| Total | — | 26–32h | 42 / 42 |
This route has the lowest risk because the first run captures all collectibles and most story pops, and the Hard mode replay is short enough that the combat feats feel like a focused second pass rather than a full replay. The final NG+ sweep is the fastest because Hard mode unlocks carry-over items like the Sturdy Jacket (reduces damage by 15%) and the Signal Flare (stuns groups of three or more enemies), both of which trivialize the late-game encounters.
Players who want the platinum trophy but do not care about collectible percentages can skip the NG+ step entirely by reloading the Chapter 6 save in step one and choosing a different ending. The collectible trophies are still locked, but all 12 combat feats and 4 of the 6 ending trophies will already be unlocked by the end of step two.
Frequently Asked Questions
How long does it take to get the platinum trophy in SILENT HILL: Townfall?
The full platinum takes roughly 26 to 32 hours across two and a half runs: a careful Standard run for the collectibles, a Hard mode replay for the combat feats, and a short NG+ sweep for the remaining ending trophies. Casual players aiming only for the story set can wrap up in 12 to 15 hours on a single Standard run.
What is the rarest trophy in the launch build?
According to community data, the Untouchable trophy — completing a chapter on Hard mode without taking damage — is the rarest at launch, with under 4% of players unlocking it in the first week. The Chapter 4 flooded basement is the biggest blocker because of the Tideborn mini-boss.
Can I still get the secret ending on a Hard mode replay?
Yes. The secret ending in SILENT HILL: Townfall is locked to a Chapter 4 collectible and a specific Chapter 7 dialogue branch, neither of which is affected by difficulty. The hidden object in the upstairs room of the Chapter 4 safehouse appears on every difficulty, including Hard and Fogwalker.
Do collectibles carry over into New Game Plus?
Most do, but with one important exception. CRTV tapes, handwritten notes, and strange artifacts all carry over, but the Forgiveness path dialogue flag resets on NG+, so you'll need to re-pick the merciful dialogue options in Chapter 7 to unlock the Mercy trophy again. This is intentional design because the endings are meant to feel earned on every run.
Is there a trophy for finding every secret area?
Not directly, but the Completionist meta-trophy tracks the combined collectible set, and secret areas almost always contain at least one CRTV tape or note. If your collectible count is hitting the expected range, the secret areas have already been found, because the two systems are tied together at the level-design layer.