Guides

Every weapon in Silent Hill: Townfall and where to find it

7 weapons in a normal playthrough, two clubs, three guns and two things to throw, and 2 more that only appear in New Game Plus. Some belong to one character: the flare gun, for one, is Simon’s alone.

A tick where a guide names the character for that weapon; a dot where none says either way. Bricks lie around the world, and no guide ties them to a character. Original chart for this site.
A dark room lit red, with a figure standing beside dark furniture.
A dark room lit red, with a figure standing beside furniture. Screenshot from the game's Steam store page. Owned by Screen Burn, KONAMI and Annapurna Interactive.

Guns are the last resort

IGN’s review is plain about why you will not shoot much: “ammunition remains scarce, reload times are realistically slow, and the booming echo of gunfire tends to attract attention from other enemies”. The thrown things carry most of the load instead: “house bricks and empty bottles can be lobbed to create distractions away from your position, or thrown directly at an enemy to momentarily stun them”. Both from IGN review How to get past enemies without swinging at all is on the stealth page, and the difficulty settings are on the combat page.

When each one turns up

Chapters 1 to 17, marked where the walkthroughs list a weapon pickup. Planks, bottles and bricks lie around too often to pin to one chapter. The first gun, the pistol, comes in chapter 6. Original chart for this site.

There is no chapter select, so a weapon behind a locker you skipped stays behind it until you reload a save. Locker 75’s code, for the flare gun, is on the codes page, and where each chapter falls is on the chapters page.

Your club vanished?

It is only put away. On a controller, “press down on the d pad to re-equip your plank”; on PC it is the mouse wheel: “Scroll mouse wheel. That’s your quick weapon select.” The controller answer comes from a player who hit the same surprise; the PC one from a player who answered. Posted in Reddit r/silenthill: melee weapon vanished · PC answer in Reddit r/silenthill: can't equip the weapon on PC

All seven, one by one

Plank

Melee

Where: Found throughout the game as Simon; as Zoe, one can be picked up in the medical center in chapter 7.

Use: The club Simon finds throughout the game. PowerPyx says every enemy can be killed with the plank or the pipe.

Trophies that name it: Creative Process.

From PowerPyx

Pipe

Melee · chapter 8

Where: In the altered medical center, after crawling through the vent, on the blocked door to the left; more lie around later, down to the water plant's sewer pipes.

Use: The other melee weapon; IGN's walkthrough points out spare pipes to swap for later on.

Trophies that name it: Creative Process.

From PowerPyx · IGN

Pistol

Firearm · chapter 6

Where: In a box in the town square (location 5 on the map). Taking it, by answering yes, turns the town into the Otherworld.

Use: Needed for Pull!: throw a bottle up outdoors and shoot it before it lands.

Trophies that name it: Creative Process, Pull!.

From PowerPyx

Shotgun

Firearm · chapter 13

Where: As Richard, on entering CEG HQ: he takes it from a body in a meeting room. Simon carries it for the last section.

Use: Richard's answer to the stalking enemies in the tower; IGN says a shell to the head kills one.

Trophies that name it: Creative Process.

From PowerPyx · IGN

Flare gun

Firearm · chapter 10

Where: In locker 75 at the CEG employee lockers in Clara Woods; scanning the locker's barcode at the scanner prints its PIN.

Use: Its own trophy wants a head shot from over 10 metres, and that kill can count for Creative Process too.

Trophies that name it: Creative Process, Pinpoint Inaccuracy.

From PowerPyx · Game Rant

Bottle

Thrown

Where: From chapter 4, playing as Zoe, and around the world for every character after that. PowerPyx points to one just through the gate beside the pharmacy.

Use: Mostly a distraction; as a weapon it finishes an enemy you have already hurt. Twenty distractions earn a trophy.

Trophies that name it: Creative Process, Pull!, Lured Off Track.

From PowerPyx · IGN review

Brick

Thrown

Where: Picked up in the world, like bottles.

Use: Thrown to distract or stun. A head hit from over 15 metres is a trophy, and PowerPyx says that is also a way to kill with one in Clara Woods.

Trophies that name it: Creative Process, Long-Range Masonry.

From PowerPyx · IGN review

One trophy wants all seven

Creative Process asks for a kill with each of the seven in a single playthrough, which is why the list above is exactly these. Bottles and bricks mostly finish an enemy you have already hurt, with one exception PowerPyx gives in Clara Woods, and it calls the trophy missable. The full list, with a checklist that remembers your ticks, is on the trophies page. Per PowerPyx: trophy guide and roadmap

The 2 New Game Plus weapons (one needs a named ending)

Axe

New Game Plus

Where: Unlocked by finishing the game once, with any ending, and found in New Game Plus. As Simon: the storage area through the white gate past the houses with For Sale signs, on a table in the second-last unit on the right. As Zoe: beside the shed in the first yard, before Mr. Stewart's house.

Use: PowerPyx suggests leaving Zoe's no-healing trophy for a run with the axe, which kills enemies at once.

Trophies that name it: Here’s Simon!.

From PowerPyx · IGN

Pistol-3000

New Game Plus

Where: Only in a New Game Plus after reaching the Sci-fi ending. As Simon: the same storage area as the axe, on a table in the second unit on the right. As Richard: on the boardroom table beside the level 3/4 access card.

Use: Its trophy is for picking it up; nothing says it is required for anything else.

Trophies that name it: Future Hardware.

From PowerPyx

Which ending opens the second one, and what each ending asks of you, is on the endings page; the route to that ending, step by step, is on the New Game Plus page.