Gaming Guide

Silent Hill Townfall: Every Collectible Location Across All Six Acts

Every postcard, document, CRTV signal, barcode locker and safe code in Clara Woods, plus the save that sets up your ending.

Every postcard, document, CRTV signal, barcode locker and safe code in Clara Woods, plus the save that sets up your ending.

Clara Woods is the largest area you explore in Silent Hill Townfall, and it packs the densest run of documents, postcards and locked lockers in the entire game. Playing as Simon across Chapters 9 to 11, you move through the estate built for CEG workers, feed a barcode scanner that prints locker PINs, and solve safes that chain into one another before the gate to CEG Tower opens. Because there is no chapter select and almost no backtracking, treat every pickup here as something you cannot return for.

Quick answer: Part 4 (Chapters 9–11) holds postcards 10–14, multiple documents, eight CRTV signals and two Resource Containers, all chained through the CEG locker barcodes — and one mandatory manual save at the CEG Tower gate.


Make one manual save before the CEG Tower gate

The most important action in Part 4 is not a collectible at all. Once you have collected everything below and built the Constructed Mechanical Device that opens the Strange Gate to CEG Tower, stop and make a manual save by calling 100 from a phone. This is the branch point that lets you reach the game’s other endings by reloading instead of replaying the whole campaign.

Save at this exact moment, not a room earlier or later. By the end of Chapter 10 you have gathered nearly every document available so far, which puts you in the high-Discoveries band, but you have not yet locked in your kill count for the endgame. Your ending is decided by how many Clues and Documents you found weighed against how many enemies you killed, so this single save lets you finish the run several different ways.


Ground-level Clara Woods pickups

Work through the ground level in route order. Some corpses on the opening street are not dead and will lunge at you, so fend them off with the quick-time prompt and keep moving.

At the bay pier, inspect the notice attached to the railing to obtain the Harbour Notice document, which warns that all journeys are prohibited.
Follow the body-covered street, stay right until you reach a garden you can enter, and pass through into the next backyard. Strange Postcard 10 sits on a shelf inside the garden shed.
Strange Postcard
Strange Postcard 10 waits on a shelf in the backyard shed — grab it now, because postcards never respawn later. Image: Screen Burn / via @GamerGuidesYT
Head to the estate entrance and take the Clara Woods Estate Map from the signboard. The map marks the rooms and addresses you will visit next.
Clara Woods Estate Map
The Clara Woods Estate map, pulled from the promotional board at the entrance, plots the houses and lockers you need. Image: Screen Burn / via @PowerPyx
Before entering the estate, U-turn into the Locals convenience store. Behind the front desk you will find three Pistol Rounds and the Store Staff Notice document. Tune the store’s CRTV to channel 61, and grab the Plank through the rear emergency exit.
DOCUMENT #32
The Store Staff Notice, a St. Amelia District Council letter picked up from the shop counter. Image: Screen Burn / via @Skryux
Inside a phone booth, read the W.H.O. service poster, dial 946 for the Dial Back Service, then dial the number it hands back, 496 0112. Both count as phone numbers for completion.
Enter the Post Service store and open the cash register drawer to take a Lock Box Key. This opens the blue lockbox in House 1.
Key Item: Lockbox Key
The Lock Box Key sits in the Post Service store's cash register drawer — it opens the Resource Container in House 1. Image: Screen Burn / via @PowerPyx
In House 1, read the Atlas Square Apartment Note in Flat 1A and use the Lock Box Key on the kitchen lockbox to open Resource Container 4. Head upstairs to Flat 1B for Strange Postcard 11 in an open dresser drawer.
Break the storefront window beside House 1 with a plank and take Strange Postcard 12 from the table inside.
Tune the CRTV to 62 at the Strange Gate’s pipe mechanism, then to 67 inside the covered arcade concourse, where Richard broadcasts a message.

CEG Lockers and the barcode system

The CEG Employee Lockers building is central to this section. Find a barcode elsewhere, scan it at the counter, and the scanner will print the PIN for a particular locker. You can do these tasks in any order, but every locker contains something needed later, so it helps to know what each one is for.

Do not try to guess locker PINs. The scanner generates the number from the matching barcode, so a code from a list will not work unless you are holding the barcode it came from.

The barcode for Locker 75 is on the counter next to the scanner. Scan it, enter the printed PIN 184, and take the Flare Gun and its ammo. Save these rounds for a trophy later. Read the two emails on the front-desk computer as well, which log as the Lost and Found and CEG Employee Locker List clues and reveal which lockers belong to which addresses.

In the back office, enter 772 on the Lost and Found locker to receive the South Brae House Key, then read the CEG Lockers Managers Note in the desk drawer. There is a save phone here and a lockbox that needs a key. Pick up the desk landline and dial 496 0993 for the CEG Lockers voicemail number.

KEY ITEM
Opening the Lost and Found locker with code 772 hands over the South Brae House Key. Image: Screen Burn / via @Skryux

The area’s second Lock Box Key is on a washing machine in the laundromat at the alley’s far end, behind the Post Service store. You can reach it after getting the Boltcutters. Use the key on the office lockbox here to open Resource Container 5.


The three Brae houses and their safes

The locker scanner’s barcodes come from safes in three upper-level houses. Each safe requires solving a different puzzle, and in one house, a tape mechanic determines which doors are open.

5 South Brae: the floppy disk puzzle (safe code 956)

Use the South Brae House Key to enter. Tune the living-room CRTV to 59, read the Gaming Magazine flyer in the small bedroom, and take the Disk Case Key from the master bedroom nightstand. Unlock the office disk case to get the Grouped Floppy Disks (three disks, one corrupt).

Head to Atlas Computers at ground level, use the Disk Case Key on the back-office case, and take the “Fix-A-Disk!” Software.
Back at the 5 South Brae computer, turn it on, insert Fix-A-Disk, then repair Disk 2 with Repair Volume. Insert the disks in order (1, 2, 3), confirming each, then turn on the printer and print the MANUAL.EML file.
Pick up the printout, the Reciprocating Compressor clue, which highlights part number 956. Enter 956 on the desk safe and take the Barcode (South Brae) – Locker 17.

6 North Brae: the paintings safe (code 736)

Use the rear entrance and go up the stairs. In bedroom two, inspect the chair to find the Lamenting Poem clue. Enter 736 in the safe, matching the count of each item shown in the house’s paintings, then take Barcode (North Brae) – Locker 204.

5 Upper Brae: the tape room (safe code 129)

On the way here, grab Strange Postcard 13 lying on the ground along the street labelled Upper Brae. Inside, the office holds a transcription player, a blurred number note and a locked file box. Swapping cassette tapes shifts the house between time states and changes which rooms open.

Collect Tape: Today from the player and Tape: Yesterday from the children’s bedroom lockbox. Switch to Tape: Do Not Play and take the Back Door Key from the kitchen counter.
Set the tape to Tape: Tomorrow, leave through the back door, and crouch into the alley shed. Take Strange Postcard 14 off the table.
Switch to Tape: Today and collect the Ammonite Disk from the doorway that only opens in that state. Load it into the computer, read the Current Count file, then enter 129 on the safe and take the Barcode (Upper Brae) – Locker 94.

Tune the CRTV to 29 as you leave the tape house.


Open the lockers and build the Mechanical Device

Return to CEG Lockers and scan all three barcodes to print their PINs. Locker 17 gives you the Boltcutters plus a Mechanical Part, while lockers 204 and 94 each give a Mechanical Part.

Barcode sourceLockerPINContents
CEG Lockers counter75184Flare Gun
5 South Brae safe17575Boltcutters + Mechanical Part
6 North Brae safe204971Mechanical Part
5 Upper Brae safe94490Mechanical Part

Use the Boltcutters on the gate at the top of the north-east stairs by the locker building, then on the gate behind the Post Service store. Combine the three Mechanical Parts in your inventory to make the Constructed Mechanical Device. On the way, tune the final two area signals: 59 in the locker room, then 65 once you have all three parts.

With the device ready, this is your save point. Call 100 before inserting it. Then interact with the pipe structure on the Strange Gate and insert the device to open it, which awards the Key to the Castle trophy and carries you into Chapter 11.


The two Part 4 shooting trophies

Pick up a brick at a dark corner gate on the ground level, then throw it across the pedestrian street at the humanoid enemy suspended from the overhead structure to get Long-Range Masonry.

Pinpoint Inaccuracy (also listed as a Flare Gun headshot from over 10 metres) is earned by aiming the Flare Gun straight up at a body hanging from a light in the estate courtyard and firing directly at it. Flare shots drift off course, so expect to spend a few of your saved rounds landing it.


CEG Headquarters: security, Richard’s box and the access card

Inside the CEG HQ lobby, take the Ground Floor Map and read the Inquiry Preparation Notice from the reception desk. In the auditorium, read the sheet of box IDs and staff names from the lectern.

Collect one torn half of the code grid from the waste bin in the back storage room. Enter 4895 on the security office keypad door and take the other half from the photocopier, then combine both halves into the complete Grid of Codes. Tune the CRTV on the security desk to 61 and read the two security memos on the security computer.
Use the grid to link Richard’s chair box to its safe code, then open his auditorium box (36) with code 486 and read the employee form.
Enter Richard’s employee ID 00007820518 into the database terminal to print the Level 10 Clearance access card, then take it to Floor 10 and enter the office.

Clara Woods contains more documents than any area you’ve visited so far. Since the estate is so large, it’s easy to miss several, so check every room before committing to the CEG Tower gate.


Part 4 codes and CRTV frequency reference

LocationLockCode
CEG LockersLost and Found locker772
5 South BraeDesk safe956
6 North BraePaintings safe736
5 Upper BraeTape-room safe129
CEG HQSecurity keypad door4895
CEG HQRichard’s box (36)486
CEG HQEmployee ID terminal00007820518
CRTV locationFrequency
Locals store61
Strange Gate pipe structure62
Covered arcade concourse67
5 South Brae living room59
CEG Lockers room59
5 Upper Brae landing29
After the three Mechanical Parts65
CEG security desk61

How Part 4 fits the full 138-collectible run

Across the whole campaign there are 138 main collectibles, split into five categories that behave differently. Only Clues and Documents feed your ending, so the practical plan is to sweep everything on your first run and keep a lean second run for documents and kills.

CategoryCountFeeds your ending?
Clues & Documents85Yes
CRTV Signals18No
Strange Postcards15No
Phone Numbers13No
Resource Containers7No

Progress in every category except one carries between playthroughs, so you only ever have to collect those once. Strange Postcards do not reappear in New Game Plus, which is why postcards 10 through 14 in Clara Woods must be picked up on your first run. There are none at all in Act 5, and the final postcard, number 15, is found later in the sewers.

Key items are needed to access rooms throughout the run, so leave them equipped or combine them as needed. The Flashlight is empty at first; to use it, combine it with the AA Batteries found upstairs at 2A West Shore Lane in Act 1.

Act 01: Key Item (Flashlight06:07Act 01: Key Item (Flashlight
The Flashlight arrives empty and needs the AA Batteries combined with it before it lights anything. Shown at 06:07 in Game Guides Channel’s video. Image: Screen Burn

You know Part 4 is finished the moment the Strange Gate opens and the Key to the Castle trophy pops, which ends the estate and moves the story forward. Before that happens, confirm your sweep against the categories above, because the estate closes behind you and nothing here can be reached again on this run.