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.
| Category | Count | Spread |
|---|---|---|
| Documents & Clues | 85 | Acts 1–6 |
| CRTV Signals | 18 | Acts 1–6 |
| Strange Postcards | 15 | Acts 1–4 and 6 (none in Act 5) |
| Phone Numbers | 13 | Acts 1–4 plus one NG+ call |
| Resource Containers | 7 | Acts 1–6 |
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Add to Google Preferences →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.
| Number | Line | Act |
|---|---|---|
| 900 | Emergency Services | 1 |
| 010 | Operator | 1 |
| 496 0496 | St. Amelia Tourist Centre | 1 |
| 100 | “Save Yourself” (save line) | 1 |
| 496 0244 | The Haldane Hotel | 1 |
| 0163 296 0595 | St. Amelia District Council | 2 |
| 496 0103 | Zoe Ellis pager | 2 |
| 496 0556 | Dr. Glenn | 2 |
| 5353 | Hospital Storage | 3 |
| 946 | W.H.O. Dial Back Service | 4 |
| 496 0112 | Unknown (revealed by 946) | 4 |
| 496 0993 | CEG Lockers | 4 |
| 496 0842 | Unknown (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.
| Channel | Location | Act |
|---|---|---|
| 50 | Hotel room 204 | 1 |
| 62 | Hotel room 204 | 1 |
| 45 | Town Square monument | 1 |
| 17 | Alley outside 2A West Shore Lane | 1 |
| 30 | Pharmacy backroom | 1 |
| 63 | Clinic street corner | 2 |
| 25 | Flat 2/12 Station Road | 2 |
| 28 | Furnace basement | 3 |
| 61 | Discount store | 4 |
| 62 | Street near CEG gate | 4 |
| 67 | Covered arcade passage | 4 |
| 59 | 5 South Brae living room | 4 |
| 59 | Near the CEG lockers | 4 |
| 29 | 5 Upper Brae landing | 4 |
| 65 | Inside locker 93 | 4 |
| 61 | CEG security desk | 4 |
| 42 | Basement shelf (pipe tower) | 6 |
| 55 | Joe’s room bunk bed | 6 |
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.
| # | Location | Act |
|---|---|---|
| 1 | Video rental store counter | 1 |
| 2 | Alley behind dumpsters, north of Town Square | 1 |
| 3 | Concrete wall near cars on Farrow Street | 1 |
| 4 | Upstairs child’s room, 16 Farrow Street | 1 |
| 5 | Stairwell landing off Commercial Road | 2 |
| 6 | Dark storage closet off the hallway | 2 |
| 7 | Prep room counter | 3 |
| 8 | Ward W tiled side room | 3 |
| 9 | Wall locker, room P08 | 3 |
| 10 | Garden shed in the estate backyard | 4 |
| 11 | Chest of drawers, apartment 4 Atlas Square | 4 |
| 12 | On a table behind the Atlas Way window (shoot it) | 4 |
| 13 | Dead end of an outdoor balcony | 4 |
| 14 | Outdoor shed, 5 Upper Brae (play Tape: Do Not Play) | 4 |
| 15 | Sewers, keep left at the four-way split | 6 |
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.
| # | Location | Act |
|---|---|---|
| 1 | Blue lockbox, living room table of 16 Farrow Street | 1 |
| 2 | Metal lockbox, top floor apartment | 2 |
| 3 | Blue lockbox on the bloodied bathroom floor | 3 |
| 4 | Metal lockbox, kitchen of 1 Atlas Square | 4 |
| 5 | Lockbox in the locker facility office | 4 |
| 6 | Blue lockbox on the control console desk | 6 |
| 7 | Lockbox on the workbench in room 621 | 6 |

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.
| Weapon | Where | Act |
|---|---|---|
| Plank | Newsagents cash counter | 1 |
| Scalpel | Zoe’s clinic office (cuts tape/canvas) | 1 |
| Pistol (revolver) | Wooden box on Town Square monument steps | 2 |
| Flare Gun | CEG Locker 75 | 4 |
| Boltcutters | CEG Locker 17 (cuts chained gates) | 4 |
| Shotgun | Story cutscene in CEG Tower | 5 |
| Axe | Coastal alley (Simon) and shed alley (Zoe) | NG+ |
| Pistol-3000 | Coastal alley workbench after the UFO ending | NG++ |
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.

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.

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.

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.

| Code | Opens |
|---|---|
| 067 / 243 | Organ box (left / right locks) |
| 2896 | Clinic reception door |
| 7698 | Pharmacy rusted locker |
| 1993 | Jane’s shed padlock |
| 7103 | Medical Centre surgery/X-ray door |
| 2605 | Medical Centre Records Room |
| 772 | CEG Locker 3 (South Brae House Key) |
| 184 | CEG Locker 75 (Flare Gun) |
| 956 | 5 South Brae safe |
| 575 | CEG Locker 17 (Boltcutters) |
| 736 | 6 North Brae safe |
| 129 | 5 Upper Brae safe |
| 971 / 490 | CEG Lockers 204 / 94 |
| 4895 | CEG HQ security door |
| 486 | CEG conference lockbox 36 |
| 147 | Portacabin locker |
| 2709 | CEG Finance office |
| 0825 | AUX locker |
| 245 / 130 | Desalination Panel 1 |
| 246 / 781 / 592 | Desalination Panel 2 |
| 621 / 047 / 793 | Desalination plant doors |
| 1971 | Desalination clamp release |

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)
UFO Ending (three books and a card)
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.






