Gaming Guide

Silent Hill Townfall: Every Act 1 Collectible Location

Every Document, Clue, key item, phone number and CRTV signal in Part 1: Arrival, in the order you reach them.

Every Document, Clue, key item, phone number and CRTV signal in Part 1: Arrival, in the order you reach them.

Image: Screen Burn

Silent Hill Townfall does not let you go back. There is no chapter select and no free roam after a story beat closes behind you, which means every Document, Clue, phone number and CRTV signal in Act 1 is technically missable. That matters more than usual here, because your total discoveries are weighed against your kill count to decide which ending Simon and Zoe reach.

Quick answer: Act 1 is Part 1: Arrival, Chapters 1 through 4. Clear the pier, Town Square phone booth, the hotel, Zoe’s house, the clinic and Jess’s house before each story trigger fires.


What Act 1 collectibles count toward

Townfall tracks 138 collectibles across the full game, split into categories that each have their own counter and their own reward. Act 1 only touches four of them.

  • Clues and Documents — 85 in total, pooled into the discoveries statistic that helps determine the Justice, Forever or Abandoned ending.
  • Phone Numbers — 13 must be dialled somewhere in St. Amelia for a silver trophy. Four of them are in Chapter 1.
  • CRTV Signals — 18 must be tuned on the handheld set. The first two arrive in Chapter 2.
  • Key Items — story-critical pickups such as the Shorefront Map and the Room 204 Key. They are not optional, but they anchor where the optional pickups sit.

Manual saving is done by calling 100 from any phone in St. Amelia, and you get 20 slots alongside the autosave. Grabbing that number in Chapter 1 is also your save system for the rest of the run.


Chapter 1: Cold Start collectibles in Shorefront District South

Continue along the pier until a gust strips the covering from the St. Amelia sign. On your right, the little building has a notice pinned to its door explaining that all boat sightseeing trips are cancelled for the foreseeable future. This is Document 1/85, the Boat Tour Cancelled Notice.
Document 1/85: Boat Tour Cancelled Notice00:14Document 1/85: Boat Tour Cancelled Notice
The Boat Tour Cancelled Notice on the harbour shack door is the game's first Document. Shown at 00:14 in Game Guides Channel’s video. Image: Screen Burn
Keep heading into town and you are handed the St. Amelia Shorefront Map as a key item. Open it once before moving on, since it labels the streets and the points of interest you need for the next two pickups.
Key Item: Shorefront Map00:25Key Item: Shorefront Map
The Shorefront Map key item, unfolded on the street. Shown at 00:25 in Game Guides Channel’s video. Image: Screen Burn
Use the map to reach Town Square, then head northeast to the Shorefront Family Clinic. A flyer beside the entrance announces that all services are temporarily suspended. Reading it registers Document 2/85.
Key Item: Shorefront Map00:25Key Item: Shorefront Map
The map marks Town Square and the clinic, which is where the next Document is posted. Shown at 00:25 in Game Guides Channel’s video. Image: Screen Burn
Go back to the public telephone booth in Town Square and dial all four listed numbers. 900 reaches emergency services, 010 is the operator, 496 0496 is the St. Amelia Tourist Centre, and 100 is the “Save Yourself” line. Each call ticks the counter up, taking you to Phone Numbers 4/13.
Phone Numbers: 900, 010, 496 0496, 10001:56Phone Numbers: 900, 010, 496 0496, 100
Dialling 100 from the Town Square booth. The same number is how you save manually later. Shown at 01:56 in Game Guides Channel’s video. Image: Screen Burn

Chapter 2: Escape collectibles in the hotel and the Other Place

Chapter 2 hands you the CRTV, the handheld television you use to tune signals for the rest of the game. It is not a map overlay. You physically raise it and lose your view of the room while you work the dials, so tune while you are somewhere safe.

After the CRTV is in your hands in the Other Place, inspect the table in the room. The Haldane Hotel room service menu card sitting there counts as the Room Service Card Clue.
Stay in the hotel bedroom and tune the CRTV to Channel 50, then hold to store the signal. A woman’s voice addressing Simon plays as it locks in.
Work the frequency dials again and store the broadcast on Channel 62. That is your second of 18 signals, and the pair is easy to skip entirely because nothing forces you to use the device here.
Solve the hotel door puzzle using the date wheel clue to obtain the Room 204 Key, then step into the bathroom and take the Hotel Room Note off the countertop.
When the elevator drops you back into Shorefront District South, turn right immediately and walk behind the reception desk. The Hotel Reception Notice is on the counter. Leaving the lobby first can close this off.

Chapter 3: Connection collectibles in Town Square and Zoe’s house

Eight pickups sit in a tight loop around Town Square and Zoe’s house, west of the square. Three of them live on a single computer, and that computer does nothing until the house has power.

CollectibleTypeLocation
Vigil and Protest FlyerDocumentBench on the west side of the Town Square column, under the red “LET THE FERRIES IN” poster
Hand-Delivered LetterDocumentLiving room table, Zoe’s house
Organ Transplant CardClueBathroom floor upstairs, through the room on the right
Power Card Credit GuideClueCrawlspace beside the stairs, flashlight needed
Newsstand NoteDocumentCounter inside Peters’ Newsstand
“Your Letter” and “Please Get in Touch”2 DocumentsTop and bottom emails on Zoe’s computer
“For Participating…”ClueMiddle email on the same computer

Restore power to Zoe’s house first, switch the computer on, then refresh the inbox before reading anything. All three messages only appear after the refresh, and the middle one registers separately as a Clue rather than a Document, so open each of the three individually instead of skimming the list.


Chapter 4: Looking for Zoe collectibles in the clinic, pharmacy and Jess’s house

This is the densest stretch of Act 1, with ten pickups spread across the clinic corridor, the pharmacy, an apartment building and Jess’s house. Two of them are hidden behind desk drawers, which the game never prompts you to open.

CollectibleTypeLocation
Patient Medical Records NoteDocumentDesk drawer in Dr. Stevenson’s office, first door on the right inside the clinic
Resignation LetterClueAt the corridor’s end, go to the Z Ellis office and find the paper positioned to the left of the scales.
“Where Are You?” emailClueComputer in the Z Ellis office
Reception Answering Machine MessageClueSame computer, second entry
Nurse Rounds SheetDocumentClinic reception desk
Restocking ProblemsDocumentFront counter inside the pharmacy
Feeling Unwell NoteDocumentDresser in the left bedroom, Apartment 1/2, second floor
Note on Jess’s DoorClueAttached to the back door of Jess’s house
Assignment DistributionDocumentKitchen counter, Jess’s house
Legal Advice for JessDocumentLiving room table, Jess’s house

Read the note on Jess’s back door before you go inside. Once you are in the house, the story moves quickly, and the two interior Documents are in rooms you can walk straight past on the way to the objective.


How to confirm you finished Act 1 at 100 percent

Every pickup writes to a visible counter the moment it lands, and those counters are your only verification while the act is still open. Documents and Clues share the x/85 discoveries tally, phone numbers run to 13, and CRTV signals run to 18.

  • Phone Numbers should read 4/13 or higher once you leave Town Square in Chapter 1.
  • CRTV Signals should read 2/18 before you leave the hotel bedroom behind.
  • Emails and printed files only register once opened individually, so check the counter after each one rather than after the inbox.
  • Call 100 from a phone before any door or cutscene you suspect is a one-way trigger.

Collectible progress carries between playthroughs, so an Act 1 miss can be cleaned up on a second run. The exception is Strange Postcards, which do not reappear in New Game Plus. None of the 15 are in Act 1, but the rule is worth knowing before you decide to push on rather than reload.


Where Act 1 hands off to Act 2

Act 2 opens by giving you a pager automatically, with a message flagging a required home visit for Mr. Stewart at 18 Church Avenue after the district nurse failed to show. The first Document of the act, the Water Warning on Zoe’s living room coffee table, registers as 23/85, which is a clean way to check your Act 1 total after the fact.

Act 0200:08Act 02
The pager is granted automatically as Act 2 begins. Shown at 00:08 in Game Guides Channel’s video. Image: Screen Burn

Shortly after, the shed in the Community Gardens becomes your next stop. Its padlock takes the combination 1934, and inside you will find Jane Chalmer’s obituary alongside the Community Garden Key sitting on a wooden plate.

Act 0202:44Act 02
The Community Garden Key on a shelf inside the shed. Shown at 02:44 in Game Guides Channel’s video. Image: Screen Burn

Act 1 is the cheapest place in Townfall to be thorough, because the enemies are not yet hunting you the way they will be once the CRTV starts pulling signals in open streets. Clear the pier, the booth, the hotel lobby and both houses properly, and the discoveries counter does the rest of the work toward the ending you want.