
PS3
Plan three runs with different goals: one for exploration and good decisions, one for the hidden ending without kills, and one on Hard with opposite decisions. The A/C and B/D pairs branch at the final choice. Preserve the checkpoint before that choice instead of replaying the whole story for each ending.
The 42-trophy PS3 list for Murphy Pendleton’s story. The date shown is the European release.
- Trophy set: 42 offline PS3 trophies
- Side quests: 13 in one run for Silent Hill Tour Guide
- Difficulty: Hard for both action and puzzles
Explore the town before taking the boat
Use a low difficulty on your first run and check quests and mysteries as the districts open. The bank, cinema, and bird cages have separate trophies, but Silent Hill Tour Guide requires all thirteen side quests on one run. Finish the town objectives before taking the boat to the prison. Look for documents in the late areas as well before the credits.
- Check your journal before using the boat key.
Earn Forgiveness and Full Circle
Save Cunningham early and console JP when asked how to react. Try to leave more monsters alive than you kill; you can still attempt combat trophies and complete quests that need kills. At the final decision, spare Cunningham for Forgiveness, then reload and choose the opposite for Full Circle. Verify the ending’s name before moving to the second run.
- Keep the final checkpoint before confirming the first choice.
Pair Surprise! with the no-kill run
After the first clear, start again and find the seven buried items for Digging up the Past. This side quest leads to Surprise! at the end of the story. For Good Behavior, avoid fights or stop while an enemy is down and still alive; do not finish it off. Skip side quests that force kills and keep this separate from the firearm-kill trophy.
- Check the kill count when changing areas: it must remain at zero for Good Behavior.
Clear Hard action and puzzles together
Set both options to Hard when starting the third run. Raising action difficulty alone does not unlock Puzzle Master. Avoid roaming enemies when you can and save ammunition for mandatory fights. Leave Cunningham and taunt JP to reverse the first run’s choices. Spare Cunningham at the final decision for Truth & Justice, then reload and choose Execution.
- After the credits, check both Capital Punishment and Puzzle Master.
Clean up combat counters in the right areas
Use the areas that contain the enemy type you need. Screamers and Dolls appear around town and inside buildings; keep the prison stretch for Prisoner Minions and Juggernauts. The type-specific trophies also accept incapacitations. Gun Control instead needs kills with the pistol or shotgun in a run where you are not pursuing the no-kill clear.
- If a combat trophy is missing, address it before leaving the zone where its enemy appears.
Trophies to watch
Silent Hill Tour Guide
Completed all side quests.
Finish all thirteen regular side quests in the same run before the story ends.
Silent Hill Historic Society
Completed Murphy's Journal with all Mysteries.
Track mysteries in the journal as you go, especially before leaving an area you cannot revisit.
Puzzle Master
Completed the game on the hard puzzle difficulty setting, any ending.
Set puzzles to Hard at the start; the combat difficulty selector is independent.
Good Behavior
Completed the game on any difficulty without killing any monsters.
Use a dedicated run without finishing blows or side quests that force kills.
Frequently asked questions
Do I have to finish five separate runs?
Three planned runs can cover all five endings by reusing the last checkpoint for the A/C and B/D pairs.
Is Digging up the Past needed for Tour Guide?
No. It has its own trophy and unlocks Surprise!, while Tour Guide checks the thirteen regular quests in a single run.
Does knocking a monster down count as a kill?
Not if it stays alive. For Good Behavior, leave when it falls and do not hit it again; strong blows can still kill outright.
Sources
Trophy lists
Buying the game
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