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Silent Hill: Townfall

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.

9/22/2026 2 min read
Silent Hill: Townfall All Weapons — Locations & Unlockables

FAQ

What weapons are in Silent Hill: Townfall?
Pistol, shotgun, and flare gun for firearms; axe, plank, pipe, bottle and brick for melee and throwing; the Pistol-3000 is a New Game+ exclusive.
How do you unlock the Pistol-3000?
The Pistol-3000 is a New Game+ weapon unlocked through the Sci-fi ending path, tied to the Future Hardware trophy.

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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