Guides

Silent Hill: Townfall New Game Plus

Spoilers

Names the two New Game Plus endings and every step to them. It does not describe what happens in either. The first two sections, what carries over and what you get, are safe.

Finishing the game once, with any ending, opens New Game Plus. You start again with empty pockets but keep your collectible progress, pick up an axe early, and can reach two endings that a first run cannot.

Kept
Collectible progress: documents, signals, postcards and containers found before still count
Lost
Ammo, healing items and weapons: every run starts with nothing
Added
The axe, for Simon and for Zoe, each found in their own first stretch
An alternate outfit each for Zoe and for Richard, picked in Game Options
A second gun, but only after you have reached one of the two New Game Plus endings
Unchanged
No new difficulty setting appears
A red-lit walkway leading to a door with a teal light above it.
A red-lit walkway leading to a door with a teal light above it. Screenshot from the game's Steam store page. Owned by Screen Burn, KONAMI and Annapurna Interactive.

Per IGN: New Game+ · Carry-over also in PowerPyx: collectible guide

The axe first

Simon can take it in chapter 1 and Zoe in chapter 5, and each keeps it for the rest of their chapters. IGN says it never wears out, and PowerPyx suggests leaving Zoe’s no-healing trophy for a run with it, because it kills at once. Exactly where each one lies is on the weapons page. Per IGN: New Game+ · Trophy advice in PowerPyx: Part 3 collectible locations

Trophies that need a second run

4 trophies can only be earned here: Reliving A Nightmare, Let’s Talk This Out, Sci-fi-lent Hill, Future Hardware. Collectible trophies do not need one, but a second run is the easy way to finish them, since what you found before still counts. The full list, with a checklist, is on the trophies page, and the collectibles themselves are on the collectibles page.

Both extra endings from one run

Chapters 1 to 17. A filled cell is a step in that chapter; a number means two steps there. Both routes end in chapter 15, so one run can set up both. Original chart for this site.

Every step of both routes falls before the end of chapter 15, so a single New Game Plus can set up both. IGN’s advice is to save on the phone after the clamp release puzzle in chapter 15, then play each ending out from that save. Per IGN: endings guide

The Dog ending: three coins, three statues

The coins only exist in New Game Plus. Put all three in guide dog statues and this ending replaces the normal one after the final fight.

  1. Ch 1Bronze coin. A shelf in the small back room of the Video Star shop. 2 guides: PowerPyx, IGN
  2. Ch 1First dog statue. The guide dog collection box on Main Street, just short of the pharmacy. Put the bronze coin in. 2 guides: PowerPyx, IGN
  3. Ch 9Silver coin. Right at the fork on the way into Clara Woods, through the gates to the shed in the back garden: the same shed as postcard 10. 2 guides: PowerPyx, IGN
  4. Ch 10Second dog statue. Once you have the bolt cutters from locker 17, cut the chained gate and go through to the laundromat behind the post office. 2 guides: PowerPyx, IGN
  5. Ch 15Gold coin. At the water plant console, also send the open-door command for door 793. The coin is on the panel in that room downstairs. 2 guides: PowerPyx, IGN
  6. Ch 15Third dog statue. After the clamp release, at the dead end straight on from the junction with the red-lit floor. It is only there if the first two coins went in. 2 guides: PowerPyx, IGN

The Sci-fi ending: three books and a card

Read three books and use the access card from the hotel at the end, and this ending plays straight after the next scene, before the final fight. Reaching it once also unlocks the Pistol-3000 for later runs.

  1. Ch 3Strange book 1. Zoe's house, the bedroom upstairs: the book on the floor to the left of the bed. 2 guides: PowerPyx, IGN
  2. Ch 6Strange access card. After taking Richard's gift, back into the hotel and up the stairs to the door with picture buttons. Press them in the order below; the card is inside. 2 guides: PowerPyx, IGN
  3. Ch 10Strange book 2. The shop on Atlas Square with the white door, opposite the phone booth: the bookshelf just inside on the left. 2 guides: PowerPyx, IGN
  4. Ch 15Strange book 3. At the water plant console, also send the open-door command for door 621. The book is on the table beside the resource container in that room. 2 guides: PowerPyx, IGN
  5. Ch 15The card reader. Near the end, the keypad left of the door before the scene where Simon pulls out his line. Use the access card; it only works once all three books have been read. 2 guides: PowerPyx, IGN

The hotel door

The strange postcards carry the order in their pictures, but you do not need them: the order is drawn here.

Twelve presses on nine buttons. The numbers are the order: the bird, planet and satellite buttons are each pressed twice. A wrong press resets the door and you start again from the first. Original diagram for this site.

Positions from IGN: endings guide · Numbering checked against PowerPyx: all endings guide

What the endings are, and the first three

How the three first-run endings are decided, by kills against the documents you find, is on the endings page. Where every chapter falls is on the chapters page.