Gaming Guide

Silent Hill Townfall: Every Collectible Location Across All Six Acts

The full count of 85 documents, 18 CRTV signals, 15 postcards, 13 phone numbers, seven lockboxes, plus every code and secret-ending pickup.

The full count of 85 documents, 18 CRTV signals, 15 postcards, 13 phone numbers, seven lockboxes, plus every code and secret-ending pickup.

Image: Screen Burn

St. Amelia hides a lot behind its fog, and Silent Hill Townfall does not let you rewind to grab what you skipped. Collectibles are spread across six acts as you switch between Simon Ordell and Zoe Ellis, and most of them are missable because there is no chapter select and almost no backtracking once the story locks down. Below is the complete list of what exists, where it sits, and the codes you need to reach the locked ones.

Quick answer: Full completion requires 138 collectibles across the campaign: 85 Documents and Clues, 18 CRTV Signals, 15 Strange Postcards, 13 Phone Numbers, and 7 Resource Containers. Two more endings and bonus weapons unlock only in New Game+ and NG++.


Every collectible category and total count

Five tracked categories make up the 138 pickups. Weapons, maps, and story key items also appear but are tied to progression rather than the completion trackers.

CategoryCountSpread
Documents & Clues85Acts 1–6
CRTV Signals18Acts 1–6
Strange Postcards15Acts 1–4 and 6 (none in Act 5)
Phone Numbers13Acts 1–4 plus one NG+ call
Resource Containers7Acts 1–6

Nothing is chapter-select, so treat every pickup as missable

Your ending is decided by how many Documents and Clues you found against how many enemies you killed, not chosen from a menu. Because there is no chapter select, every Document and Clue is technically missable, so sweep each room before you push the story forward.

All collectible progress carries between playthroughs, with one exception. Strange Postcards do not reappear in New Game+, so grab all 15 during your first run.


All 13 phone numbers to dial

Each number must be dialed once from a phone booth or landline. Calling 100 is also the manual save action, so you will use it often outside of the collectible check.

NumberLineAct
900Emergency Services1
010Operator1
496 0496St. Amelia Tourist Centre1
100“Save Yourself” (save line)1
496 0244The Haldane Hotel1
0163 296 0595St. Amelia District Council2
496 0103Zoe Ellis pager2
496 0556Dr. Glenn2
5353Hospital Storage3
946W.H.O. Dial Back Service4
496 0112Unknown (revealed by 946)4
496 0993CEG Lockers4
496 0842Unknown (NG+ via 946)NG+ Act 1

For Dr. Glenn’s line at 496 0556, work through the phone menu with the option sequence 3 > 2 > 2 > 1. The W.H.O. dial-back number reveals the otherwise hidden lines in Act 4 and NG+.


All 18 CRTV signals to tune

Pull out the pocket CRTV, adjust the frequency until a channel locks, align the test pattern and the RGB channels until the signal reads green, then hold the store button to capture it. Each capture counts once.

ChannelLocationAct
50Hotel room 2041
62Hotel room 2041
45Town Square monument1
17Alley outside 2A West Shore Lane1
30Pharmacy backroom1
63Clinic street corner2
25Flat 2/12 Station Road2
28Furnace basement3
61Discount store4
62Street near CEG gate4
67Covered arcade passage4
595 South Brae living room4
59Near the CEG lockers4
295 Upper Brae landing4
65Inside locker 934
61CEG security desk4
42Basement shelf (pipe tower)6
55Joe’s room bunk bed6

All 15 Strange Postcards

Postcards are the hardest category to spot and the one that will not respawn later, so clear them as you go. There are none in Act 5.

#LocationAct
1Video rental store counter1
2Alley behind dumpsters, north of Town Square1
3Concrete wall near cars on Farrow Street1
4Upstairs child’s room, 16 Farrow Street1
5Stairwell landing off Commercial Road2
6Dark storage closet off the hallway2
7Prep room counter3
8Ward W tiled side room3
9Wall locker, room P083
10Garden shed in the estate backyard4
11Chest of drawers, apartment 4 Atlas Square4
12On a table behind the Atlas Way window (shoot it)4
13Dead end of an outdoor balcony4
14Outdoor shed, 5 Upper Brae (play Tape: Do Not Play)4
15Sewers, keep left at the four-way split6

Postcard 9 in the P area cannot be reached again after you leave the ward, so pick it up before moving on. Collecting all 15 unlocks the ‘Blur Your Eyes’ trophy.


All 7 Resource Containers

Resource Containers are lockboxes that hold ammo, antibiotics, and crafting supplies. Each needs its matching Lock Box Key, found in the same area.

#LocationAct
1Blue lockbox, living room table of 16 Farrow Street1
2Metal lockbox, top floor apartment2
3Blue lockbox on the bloodied bathroom floor3
4Metal lockbox, kitchen of 1 Atlas Square4
5Lockbox in the locker facility office4
6Blue lockbox on the control console desk6
7Lockbox on the workbench in room 6216
Act 02: Key Item (Lockbox Key)33:53Act 02: Key Item (Lockbox Key)
A Lock Box Key sits on a mattress in Act 2, used to open a nearby Resource Container. Shown at 33:53 in Game Guides Channel’s video. Image: Screen Burn

Weapons you can pick up

Firearms and ammo are rare, so most weapons are melee tools that double as puzzle items. The Axe and Pistol-3000 are exclusive to later playthroughs.

WeaponWhereAct
PlankNewsagents cash counter1
ScalpelZoe’s clinic office (cuts tape/canvas)1
Pistol (revolver)Wooden box on Town Square monument steps2
Flare GunCEG Locker 754
BoltcuttersCEG Locker 17 (cuts chained gates)4
ShotgunStory cutscene in CEG Tower5
AxeCoastal alley (Simon) and shed alley (Zoe)NG+
Pistol-3000Coastal alley workbench after the UFO endingNG++

Maps and key items that block collectibles

Area maps are picked up automatically or found on walls, and they mark the rooms that hold pickups. The St. Amelia Medical Centre map is posted in the operating room and lays out the wards where the Act 3 blood bags and postcards hide.

St. Amelia Medical Center Map00:17St. Amelia Medical Center Map
The St. Amelia Medical Centre map is held up. Shown at 00:17 in Game Guides Channel’s video. Image: Screen Burn

Some early key items gate later rooms. The Flashlight starts empty and only works once you combine it with the AA Batteries from the upstairs nightstand at 2A West Shore Lane.

Act 01: Key Item (Flashlight06:07Act 01: Key Item (Flashlight
The Flashlight is found without batteries and must be combined with AA Batteries to work. Shown at 06:07 in Game Guides Channel’s video. Image: Screen Burn

Some items are used to solve puzzles. In the bedroom at 21 Farrow Street, check the open laundry basket for the Broken Stethoscope; it is one of three objects placed on the clinic scales at the end of Act 1.

Act 01: Key Item (Broken Stethoscope)19:49Act 01: Key Item (Broken Stethoscope)
An open laundry basket sits on the bedroom floor. Shown at 19:49 in Game Guides Channel’s video. Image: Screen Burn

Keypad and safe codes reference

Many collectibles sit behind locked doors, lockers, and safes. Restore power to a room before you hunt its code, since the clue is usually in the same lit zone as the lock. These are the codes you need across the campaign.

Records Room Code Clue07:01Records Room Code Clue
A note reads “NEW RECORD ROOM CODE: 2605.”. Shown at 07:01 in Game Guides Channel’s video. Image: Screen Burn
CodeOpens
067 / 243Organ box (left / right locks)
2896Clinic reception door
7698Pharmacy rusted locker
1993Jane’s shed padlock
7103Medical Centre surgery/X-ray door
2605Medical Centre Records Room
772CEG Locker 3 (South Brae House Key)
184CEG Locker 75 (Flare Gun)
9565 South Brae safe
575CEG Locker 17 (Boltcutters)
7366 North Brae safe
1295 Upper Brae safe
971 / 490CEG Lockers 204 / 94
4895CEG HQ security door
486CEG conference lockbox 36
147Portacabin locker
2709CEG Finance office
0825AUX locker
245 / 130Desalination Panel 1
246 / 781 / 592Desalination Panel 2
621 / 047 / 793Desalination plant doors
1971Desalination clamp release
Elevator Area Door Code12:28Elevator Area Door Code
The security keypad by the elevator, one of many code-locked doors that hide pickups. Shown at 12:28 in Game Guides Channel’s video. Image: Screen Burn

A few puzzles use letter or sequence inputs instead. The slide projector solves in order D > F > B > C > E > A, the pipe tower alarm is silenced with A5D7 and its clamps released with E3E3, and the staff database prints Richard Shaw’s Level 10 card from employee ID 00007820518.


Secret endings and New Game+ pickups

Two extra endings only become reachable after your first completion unlocks New Game+. Each has its own set of collectibles hidden across the same acts.

Dog Ending (three coins)

In NG+ Act 1, take the Bronze Coin from the video rental shop shelf and drop it into the yellow Guide Dogs charity statue outside.
In NG+ Act 4, find the Silver Coin in the Clara Woods garden shed and deposit it in the Guide Dogs bank inside the estate post office.
In NG+ Act 6, collect the Gold Coin in room 793 and put it in the final Dog Bank at the far end of the red corridor. Once the final boss is defeated, go to the end of the pier to trigger the ending.

UFO Ending (three books and a card)

During NG+ Act 1, look beneath the bedside table at 2A West Shore Lane for Strange Book 1.
At the Haldane Hotel in NG+ Act 2, crack the symbol grid on room 204’s door to get the Strange Access Card inside.
Collect Strange Book 2 in the Stenhouse Hospice during NG+ Act 4, then Strange Book 3 from the desk in room 621 during NG+ Act 6.
Before the final boss in NG+ Act 6, start the UFO ending by using the Strange Access Card on the scanner in the maintenance tunnel, which glows red. Finish the ending to unlock the Pistol-3000 on the coastal alley workbench in NG++.

Confirming 100% completion

You have cleared the campaign trackers once each category counter reads 85/85 Documents and Clues, 18/18 CRTV Signals, 15/15 Strange Postcards, 13/13 Phone Numbers, and 7/7 Resource Containers. Because progress carries into New Game+, you can finish any category you missed on a second run, with the postcards being the sole exception since they never respawn. Wrapping up the Dog and UFO endings in NG+ and NG++, alongside the standard endings, closes out the two extra outcomes and the bonus weapons, leaving only the trophy cleanup toward the Platinum.