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To survive enemy encounters in Silent Hill: Townfall, use the CRTV to check for nearby threats, then put it away and scout with your eyes and ears. Peek from cover before crossing exposed ground, break line of sight if pursuit starts, and hide only when the enemy has not seen you enter. Combat is part of the game too: evade when you can, but be ready to block and counter when a fight is unavoidable.
Use the CRTV to scout, not as a permanent map
The handheld CRTV can reveal threat signals and help you decide whether a route is safe. Tune it in a protected spot, take in the information, then return your attention to the environment. It does not provide an all-seeing view of enemy positions, and watching its screen can leave you less aware of what is happening around Simon.
| # | Preview | Product | Price | |
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Silent Hill Townfall - Day One Edition - PS5 | $49.88 | Buy on Amazon |
| 2 |
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Silent Hill Townfall - Day One Edition - PS5 | Buy on Amazon | |
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Silent Hill 2 (PS5) Brand New Sealed , PS5 | $46.21 | Buy on Amazon |
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Evil West (PS5) | $52.97 | Buy on Amazon |
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Overpass 2 [GRA PS5] | $29.18 | Buy on Amazon |
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The game’s writer and director, Jon McKellan, described the CRTV as a device for both visual and audio signals, with stealth among the ways it integrates into gameplay (PlayStation.Blog interview, July 30, 2026).
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Townfall is played from a first-person perspective, so Simon’s limited peripheral view makes listening especially important. Pause behind cover and pay attention to sounds as well as what you can see. PlayStation’s guide notes that objects such as fences, signs, and parked cars can provide cover (PlayStation.Blog, September 21, 2026).
#1 Best Overall
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- Returning to an island town to ‘put things right’, Simon Ordell descends into a world of tense evasion, explosive confrontations, and mind-bending puzzles that slowly surface the truth of St. Amelia
- Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest
- Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface
- Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged
Peek before you move
Hold R1 and use the right stick to lean around a corner or look over cover. Check where a threat is before stepping out, then choose a route that keeps objects between you and it where possible. This reduces the chance of walking directly into an enemy’s path.
Break line of sight to escape pursuit
If an enemy spots you, change the geometry of the chase: turn around a corner, cut behind an object, or take a different route instead of sprinting straight through an exposed area. A line-of-sight break can sometimes make an enemy lose sight of you, but it is not a guarantee that every pursuer will stop. Use cover to create a moment to reassess your route rather than assuming distance alone is enough.
Rank #2
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- When Simon Ordell is called back to the island of St. Amelia to "put things in order", he meets a city lying quietly in dense fog, seemingly abandoned, yet anything but dormant
- After venturing further to understand his connection to this place and its inhabitants, he gradually discovers fragments of the past rising to the surface
- Simon must explore, evade and survive from a first-person perspective. It uses a limited arsenal of weapons and tools, including the CRTV: a portable TV to receive unstable signals
- The dodging is tension, the battles are hectic and the story-based puzzles reveal a truth that does not want to remain hidden
Hide only when you enter unseen
Cabinets, closets, and lockers can conceal Simon, and you may be able to watch through a crack or use the CRTV while hidden. The critical risk is the entry: if an enemy sees you get into a hiding place, it can follow and pull you out. First break its view, then approach a hiding spot without being observed. Hiding is a tactic for escaping notice, not a reliable reset after an enemy has watched you enter.
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Stealth and combat are both intended parts of survival. PlayStation describes them as strategic, and its gameplay guidance covers blocking and counterattacking. If an encounter leaves no safe route to slip past, use those combat mechanics rather than treating every enemy as avoidable. Conversely, the presence of combat does not mean every threat should be engaged; choose based on the space, your escape route, and whether you have already been spotted.
Adjust enemy pressure with the difficulty setting
TechRadar’s September 21, 2026 review reports that Story mode reduces enemy threat, Normal is the intended mode, and Nightmare increases enemy power and makes the flashlight detectable. These are review-reported details, not a guarantee that behavior is unchanged in every game update. Check the current in-game difficulty options if you are deciding whether to lower the pressure.
What is—and is not—known about the toughest enemies
Official guidance explains broad evasion and combat tools, but it does not establish a complete named enemy roster, encounter-specific weaknesses, or a definitive list of the hardest enemies. Avoid relying on claims that a particular named creature always reacts to one tactic. TechRadar’s review describes enemies varying in speed and danger and notes cut-throughs and hiding places in the environment; that is one reviewer’s experience, not proof that a specific route will work in every encounter or difficulty.
Rank #4
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Will avoiding enemies determine the ending?
PlayStation says player actions shape the ending. In a developer interview, McKellan said endings reflect the culmination of actions across a playthrough rather than a single binary choice at the end. Producer Motoi Okamoto said all three main endings can be reached on a first playthrough, while a secret ending becomes available after clearing the game once (PlayStation.Blog interview, July 30, 2026). Those statements do not establish an enemy-kill threshold or show that a no-kill run is required for any particular ending, so do not assume that avoiding every fight guarantees a specific outcome.
At a glance: choose the tactic that fits the situation
| Tactic | What it offers | Main risk |
|---|---|---|
| CRTV scouting | Threat information before you commit to a route. | It occupies your attention and is not a permanent all-seeing map. |
| Cover and peeking | Lets you check a route while limiting exposure. | You still need to move carefully after scouting. |
| Running and route changes | Can break line of sight quickly. | Crossing open ground in a straight line leaves you exposed. |
| Hiding | Can conceal you if you enter without being seen. | An enemy that sees you enter may pull you out. |
| Combat | Provides a response when evasion is not viable. | A fight adds encounter risk; it is not the best answer to every threat. |
Game and platform context
Silent Hill: Townfall released on September 24, 2026, for PlayStation 5, Steam, and Epic Games Store. Konami describes it as a full-length, first-person psychological horror game set on St. Amelia, a remote island off Scotland. It was developed by Scottish studio Screen Burn Interactive and co-published by Annapurna Interactive and Konami (Konami, September 24, 2026).
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