

# All Collectibles Locations
Silent Hill: Townfall contains 138 collectibles spread across the game's chapters and New Game Plus content. Collecting these items is essential for achieving the Justice ending, completing the trophy list, and fully understanding the story of St. Amelia. The game features multiple endings shaped by player actions, making thorough exploration crucial.

Collectible Overview
| Type | Count | Description |
|---|---|---|
| Clues / Documents | 85 | Story-related items that reveal the history of St. Amelia and the CEG disaster |
| Phone Numbers | 13 | Collectible phone numbers that unlock additional dialogue and lore |
| Strange Postcards | 15 | Eerie postcards with supernatural imagery |
| CRTV Signals | 18 | Signals related to the game's signature surveillance camera mechanic |
| Resource Containers | 7 | Containers holding usable resources |
| Total | 138 |

Collectibles by Chapter
The game is divided into six main parts, each focusing on a different character or phase of the story. Collectibles are distributed across these chapters.
### Part 1: Arrival
The opening chapter covers Simon's arrival in St. Amelia. This section introduces the game's mechanics and contains the first batch of collectibles.
- Clues/Documents: Scattered throughout the initial town areas
- Phone Numbers: Found in abandoned buildings and public areas
- CRTV Signals: First signals appear in the harbor and dock areas
- Strange Postcards: Early postcards found in tourist areas and shops
### Part 2: Zoe
This chapter focuses on Zoe Ellis and her perspective. Exploration expands to new areas of the town.
- Clues/Documents: Connected to Zoe's backstory and her relationship to the town
- Phone Numbers: Found in residential areas
- Strange Postcards: Located in personal spaces and hidden areas
- CRTV Signals: Signals tied to Zoe's sections of the story
### Part 3: The Patient
A chapter dealing with the medical and institutional aspects of St. Amelia's history.
- Clues/Documents: Medical records, patient files, and institutional documents
- Phone Numbers: Found in medical facilities
- Resource Containers: Medical supplies and related items
- CRTV Signals: Signals in hospital and medical areas
### Part 4: Clara Woods
This section explores a new area and introduces additional narrative threads.
- Clues/Documents: Connected to the Clara Woods location and its history
- Strange Postcards: Hidden in the areas explored during this chapter
- Phone Numbers: Scattered through environmental exploration
- CRTV Signals: New signals in previously inaccessible areas
### Part 5: Richard
Richard's chapter delves deeper into the town's secrets and Simon's connections.
- Clues/Documents: Critical story revelations about Richard's role
- Phone Numbers: Key numbers tied to the narrative
- Strange Postcards: Postcards with significant symbolic imagery
- Resource Containers: Resources for the challenges ahead
### Part 6: Simon
The final chapter brings Simon's story to its conclusion, with collectibles that tie together the game's major themes.
- Clues/Documents: Final pieces of the puzzle
- CRTV Signals: Last signals needed for completion
- Strange Postcards: Final postcards in the collection
- Phone Numbers: Remaining numbers to collect
### New Game Plus
Some collectibles are only available in New Game Plus, including items needed for the Dog and Sci-fi joke endings.
- Coins (Bronze, Silver, Gold): For the Dog ending
- Strange Books (x3): For the Sci-fi ending
- Strange Access Card: For the Sci-fi ending
Collection Tips
### General Strategy
- Explore thoroughly in each chapter before progressing -- many collectibles are in optional areas
- The game's CRTV mechanic reveals hidden items that are not visible in normal view
- Some collectibles are only accessible during Otherworld sequences
- Keep an eye out for unusual sounds and visual cues that indicate nearby collectibles
### Trophy Considerations
- The Thorough Inspection trophy requires extensive exploration and collection
- Collectibles contribute to the Discovery count, which directly affects which ending you receive
- Some collectibles are missable if you progress too far in a chapter
- New Game Plus carries over some progress, making completion easier on subsequent runs
### Save Management
- Use the 20 manual save slots strategically to revisit areas for missed collectibles
- The autosave can sometimes advance past points where collectibles are accessible
- Plan your collection route to minimize backtracking
Collectibles and Endings
Collectibles directly impact the ending system:
- Discoveries (including collectible items) are weighed against Kills to determine the ending
- The Justice ending requires approximately 80 Discoveries with up to 50 Kills
- Prioritizing collectible hunting naturally builds your Discovery count
- A thorough collection playthrough will naturally push you toward the Justice ending
CRTV Signals Guide
The 18 CRTV Signals are a unique collectible type tied to the game's signature mechanic:
- Use the CRTV system to scan areas for hidden signals
- Signals are often located near surveillance cameras and monitor stations
- Some signals are only detectable during specific time periods or in Otherworld states
- Collecting all signals contributes to the Sweeping Signals trophy
Phone Numbers
The 13 Phone Numbers unlock additional content:
- Found on payphones, wall posters, and written documents
- Some numbers can be called from specific phones in the game world
- Each number reveals additional lore or character backstory
- Collecting all numbers contributes to the Cold Calling trophy
