Silent Hill: Townfall All Weapons — Locations & Unlockables
Every weapon in Silent Hill: Townfall — pistol, shotgun, flare gun, the Part 2 axe and melee weapons and throwables, plus the NG+ Pistol-3000.
FAQ
What weapons are in Silent Hill: Townfall?
How do you unlock the Pistol-3000?
What weapons can Simon use?
Townfall keeps the arsenal lean — this is a game about evasion first, firepower second. Using every weapon at least once earns the Creative Process trophy.
| Weapon | Type | How to get it |
|---|---|---|
| Pistol | Firearm | Part 2 — the “Richard’s Gift” crate in Town Square; kills most enemies in about two shots |
| Flare Gun | Firearm | Part 4 (Clara Woods) — CEG Locker 75 via its barcode; can stagger large, otherwise-invulnerable enemies |
| Shotgun | Firearm | Part 5 — auto-granted to Richard on CEG HQ Floor 2 |
| Axe | Melee | Part 2 — the shed before Mr. Stewart’s house, Zoe’s weapon; a second pickup in NG+ pops “Here’s Simon!” |
| Plank | Melee | Part 3 — a Medical Centre side room |
| Pipe | Melee | Picked up through the story |
| Bottle | Melee / thrown | Breakable; also a stealth distraction |
| Brick | Melee / thrown | Throwable — the Long-Range Masonry trophy wants a 15m headshot |
| Pistol-3000 | Firearm | New Game+ only — unlocked on the Sci-fi ending path (“Future Hardware” trophy) |
Which weapons matter most?
- Pistol — your first real equalizer, and it arrives early enough to carry mid-game fights.
- Flare Gun — less a killer than a panic button: it staggers the big invulnerable pursuers, including encounters with the Weight.
- Bottle / Brick — double-duty as distractions; thrown bottles feed the Lured Off Track and Pull! trophies.
Ammo discipline
Combat is deliberately “frenetic” — ammo is scarce enough that spraying is punished. Lean on stealth distractions for patrol enemies and save rounds for the roughly 20 forced kills later Parts require. Every kill also counts toward the Kills side of the ending balance.
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