SILENT HILL: Townfall Creative Process Trophy Guide — Seven Weapons, One Run
Creative Process (Bronze): kill with all seven standard weapons in one playthrough — where each weapon enters, and why the two throwables are the fragile slots.
Answer: 7 weapon kills in one playthrough: Plank · Pipe · Pistol · Shotgun · Flare Gun · Bottle · Brick
Requirements
- Kill at least one enemy with each of the seven standard weapons in a single playthrough
- Melee: Plank and Pipe — found throughout as Simon
- Firearms: Pistol (Simon, then also Richard), Shotgun (Richard late in the game, Simon again in the final section), Flare Gun (Simon only — Chapter 10, CEG Locker)
- Throwables: Bottle and Brick — kills need the enemy damaged enough beforehand
- Excluded: the special NG+ weapons (they do not count toward the seven)
Reward: Trophy: Creative Process (Bronze)
What does Creative Process ask for?
Kill at least one enemy with each of seven weapons — Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick — inside a single playthrough. NG+ special weapons don’t count and aren’t needed; this is a first-run checklist.
The seven slots
| Weapon | Where it enters your toolkit | Kill notes |
|---|---|---|
| Plank | Melee, found throughout as Simon | Straightforward melee kill |
| Pipe | Melee, found throughout as Simon | Same as the Plank — swap when one breaks |
| Pistol | First obtained as Simon; usable by Simon and Richard afterwards | Any firearm kill on it counts |
| Shotgun | First obtained as Richard, late in the game; usable again as Simon in the final section | Easy to slot during Richard’s stretch |
| Flare Gun | Simon-only, Chapter 10 (Clara Woods, CEG Locker entry) | The Pinpoint Inaccuracy kill counts toward this slot |
| Bottle | World throwable | Only kills outright if the enemy is already damaged — soften first |
| Brick | World throwable | Same rule as the bottle; the Long-Range Masonry throw can double as a setup |
Why two slots are fragile
Bottle and Brick are distraction tools first, weapons second: thrown at full health they stagger, they don’t kill. The roadmap’s rule is explicit — they kill normally if you damage the enemy enough beforehand. Practical pattern: melee an enemy down to its last sliver, step back, finish it with a thrown bottle or brick. Both throwables are plentiful in town streets, so the slot is about intent, not scarcity.
How to structure the run
- Kill the two melee slots early — Plank and Pipe kills happen naturally on any Simon stretch; just make sure both get a kill, not one.
- Flare Gun the moment it exists — Chapter 10’s playground setup kills two birds (see Pinpoint Inaccuracy); its kill counts for this trophy too.
- Shotgun during Richard — his late-game stretch is the weapon’s first appearance; one kill there closes the slot for the run.
- Save the throwables for a deliberately weakened enemy near any save, so a botched throw is reloadable (save discipline).
- Before the point of no return, audit the seven slots — a missing weapon kill after the final chapters is the one way this Bronze truly slips away.
If it fails
The checklist is per-playthrough: a missed weapon means a new run (or an earlier save well before the ending). The audit habit in step 5 is the whole defense.
What this page rests on
Weapon list, availability per character, the damaged-enemy throwable rule and the NG+ exclusion come from PowerPyx’s roadmap, read in full on 2026-09-24 — source-checked, one publisher chain, no run performed on this site. The slot-by-slot scheduling is editorial, built on the published missables guide and the linked trophy pages.
Fit this into your trophy run
Use the platinum route and save checkpoints to choose compatible goals before your next attempt. Keep manual-save retries on a separate run from Reject The Help; a trophy guide’s retry setup does not override that challenge’s restriction.
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