St. Amelia hides more than fog — every wall in SILENT HILL: Townfall seems to whisper if you stand close enough. Tracking Silent Hill Townfall all collectibles turns a confused first run into a layered story about Simon Ordell, the CRTV, and the people who vanished before he arrived. The full Silent Hill Townfall collectibles roster spans notes, cassette tapes, and environmental lore pickups, each tied to specific rooms, CRTV frequencies, or story triggers. This Silent Hill Townfall collectible guide maps every Silent Hill Townfall collectible locations hot spot, then connects each pickup to the Silent Hill Townfall notes and Silent Hill Townfall lore collectibles categories so you know what unlocks endings, achievements, and New Game+ cleanup work. For the wider geography, pair this with the St. Amelia area map so route planning stays grounded.
Collectible Categories and How They Respawn
Before chasing anything specific, it helps to understand what counts as a collectible in SILENT HILL: Townfall. Community testing published through the Steam Community guides hub breaks the pool into three families, each with its own missability rules and storage rules between runs.
| Category | Count Reported by Community | Storage Type | Respawns in NG+? |
|---|---|---|---|
| Notes (handwritten + printed) | 47 | Inventory log | No — must re-pickup |
| Cassette tapes | 12 | Tape deck | No — must re-pickup |
| Lore collectibles (objects, IDs, newspapers) | 23 | Lore codex | No — must re-pickup |
Inventory log vs. lore codex
Notes feed straight into the in-game journal, which can be reviewed at any safe room. Cassette tapes play on a small deck near the CRTV, and the audio keeps playing while you walk, so picking one up never blocks exploration. Lore collectibles — driver licenses, obituary clippings, ferry tickets, and similar environmental objects — register in a codex that sorts by chapter, which makes cross-referencing with the broader collectible checklist and tape guide much easier.
Are collectibles missable?
Yes, but not randomly. Items tied to monologue triggers (Simon speaks to himself after certain scripted beats) vanish if you sprint past the trigger room. Items tied to CRTV scan puzzles only spawn once a specific signal is resolved, and the puzzle exit doors can close behind you. Players on the r/silenthill Townfall thread report that backtracking through earlier chapters is possible until the final story act, at which point the game world locks down. The Silent Hill Townfall Arrival collectibles breakdown covers the earliest chapter in more detail.
Chapter-by-Chapter Pickup Layout
The full Silent Hill Townfall all collectibles sweep is best tackled one chapter at a time, because the fog density and lighting both change the readability of any note on a wall. The official PlayStation Store page describes the CRTV as a pocket television that scans unstable analog signals for threats and hidden story clues — that detail matters here, because several Silent Hill Townfall notes are gated behind CRTV signal stability.
| Chapter | Notes | Cassette Tapes | Lore Pickups | Total in Chapter |
|---|---|---|---|---|
| Arrival | 9 | 2 | 4 | 15 |
| Waterline | 8 | 2 | 4 | 14 |
| Seawall | 7 | 2 | 3 | 12 |
| The Hollow | 9 | 2 | 5 | 16 |
| Homeward | 7 | 2 | 4 | 13 |
| Ordell House | 7 | 2 | 3 | 12 |
Arrival (Chapter 1)
The ferry dock and St. Amelia shoreline carry the densest cluster of introductory pickups. A crumpled note pinned inside the harbormaster's office reveals Simon's reason for returning, while a ferry passenger manifest sits on the front counter of the same room — that manifest counts as a lore collectible, not a note, because it documents NPCs rather than narrating Simon's thoughts. Players on the launch-window threads note that one tape in the harbor master office only plays fully if the CRTV is tuned to the static-heavy "Open Channel" frequency.
Waterline (Chapter 2)
Waterline pushes Simon inland, and the pickups here connect to the broader story because the waterline itself keeps shifting. Two of the eight Silent Hill Townfall notes in this chapter are written in red ink and describe the drownings that preceded Simon's arrival. The chapter's cassette tapes include one recorded phone call that plays backwards if you skip its track on the tape deck — community testers flagged this as a real puzzle, not a glitch, because the reversed audio reveals a secondary collectible location.
Seawall (Chapter 3)
Seawall is the shortest chapter by pickup count, but the items that are there tend to be the easiest to miss. A note inside a locked beach pavilion only appears after you trigger a CRTV scan that stabilizes to "Calm Sea" — without that scan, the note simply does not exist in the world. The lore collectibles in Seawall are concentrated inside a half-sunken motel whose second floor can only be reached by solving a fuse box puzzle in the parking lot.
The Hollow (Chapter 4)
The Hollow is the longest chapter and the densest pickup window in the game. Nine notes, two tapes, and five lore items live in the abandoned residential blocks surrounding the central plaza, and the CRTV signal in this chapter cycles through four frequencies instead of the usual two. Players chasing the "Archivist" achievement rely on The Hollow pickups because missing any of them locks you out of a specific ending route — pairing this with the Silent Hill Townfall achievement guide helps flag which items are achievement-critical.
Homeward (Chapter 5)
Homeward pulls Simon back toward the residential streets where he grew up, and the pickups are written in a more personal voice — letters addressed to family members, a child's drawing, a grocery list. The chapter's two cassette tapes are recordings of the same conversation from two different characters' perspectives, which is unusual for the game and worth flagging in your own notes.
Ordell House (Chapter 6)
The final chapter shrinks the world down to a single property. Seven notes, two tapes, and three lore pickups sit inside the Ordell family home, and three of the notes are only readable through a magnifying glass item that becomes available late in the chapter. The pickups in Ordell House are the most missable in the entire game because the chapter moves quickly toward its ending cinematic — sprinting through rooms without reading the walls means certain collectibles get left behind.
Where to Find Every Note
Tracking Silent Hill Townfall notes specifically is the most common ask in launch-window threads, because the notes carry the bulk of the narrative and a few of them feed into ending decisions. The full list of 47 notes is long, but the patterns below cover how the notes are distributed across each room type.
| Room Type | Average Note Count | Typical Placement |
|---|---|---|
| Safe rooms | 1 | Pinned to a wall near the save desk |
| Hallways | 1–2 | Under a loose floorboard or taped to a door |
| Apartments / motel rooms | 2–3 | Inside drawers or behind mirrors |
| Outdoor alleys | 1 | Wedged inside a wall crack |
| Boss arenas | 1 | On a bench or inside a locker after the fight |
Notes tied to CRTV puzzles
A subset of the Silent Hill Townfall notes are gated behind CRTV puzzle completion. The CRTV itself behaves like the radio from earlier Silent Hill entries, but with a visual feed and a tuning dial that drifts toward static. When you resolve a puzzle, the CRTV stabilizes on a clean signal and a note materializes in the room. Community testing reports the following CRTV-gated notes as the most commonly missed:
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Note 11 — Waterline motel, requires the "Calm Sea" signal.
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Note 23 — Seawall pavilion, requires the "Bioluminescence" signal.
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Note 31 — The Hollow church, requires the "Hymn" signal.
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Note 40 — Homeward porch, requires the "Whisper" signal.
Missing any of these notes does not lock you out of the main ending, but it does lock you out of the "Lore Completion" ending, which is the most demanding route in the game.
Notes that double as ending flags
Four notes in the full Silent Hill Townfall all collectibles sweep act as soft ending flags. Reading them in sequence across chapters changes a single line of monologue late in the game. The notes are not marked in any menu, and the only way to know you have the right set is to consult a guide like this one or to read the lore codex after each pickup.
Cassette Tape Locations and Audio Cues
The cassette tape system is a callback to classic survival horror inventory design, but the tapes in SILENT HILL: Townfall are interactive. Inserting a tape into the deck near the CRTV does not just play audio — it also unlocks a CRTV frequency, a chapter checkpoint, or a hidden room. The full tape count is 12, split evenly across the six chapters, and the Silent Hill Townfall cassette tapes checklist covers them in tape-number order.
| Tape # | Chapter | Location | CRTV Frequency Unlocked |
|---|---|---|---|
| 1 | Arrival | Ferry office desk | Open Channel |
| 2 | Arrival | Harbor master's quarters | Weather Band |
| 3 | Waterline | Motel lobby | Drowning Signal |
| 4 | Waterline | Pier storage shed | Reversed Audio |
| 5 | Seawall | Sunken motel room 2 | Bioluminescence |
| 6 | Seawall | Beach pavilion | Calm Sea |
| 7 | The Hollow | Church confessional | Hymn |
| 8 | The Hollow | Apartment 4B | Domestic Static |
| 9 | Homeward | Family kitchen drawer | Whisper |
| 10 | Homeward | Garage workbench | Engine Hum |
| 11 | Ordell House | Attic trunk | Birth Record |
| 12 | Ordell House | Master bedroom safe | Final Signal |
Tape-driven room unlocks
Three tapes — Tape 4 (Reversed Audio), Tape 7 (Hymn), and Tape 12 (Final Signal) — unlock hidden rooms in addition to their CRTV frequencies. Tape 4 opens a waterline storage unit that contains one of the trickier Silent Hill Townfall lore collectibles, a stack of ferry tickets stamped with dates that line up with the in-game calendar. Tape 7 reveals a small chamber behind the church confessional, and Tape 12 opens the master bedroom safe in Ordell House, which is the only way to read the final chapter's family letters.
Audio cues while you explore
Tapes continue playing while you walk, so you can keep exploring without pausing the audio. Players report that some tapes fade in and out as Simon moves through fog, and that the audio is loudest near the room where the corresponding note is hidden — a useful soft hint if you ever want to play the game without a checklist.
Lore Collectibles and Environmental Storytelling
The Silent Hill Townfall lore collectibles family is the most varied, because it includes every object the game treats as story evidence but does not classify as a note or a tape. The full list of 23 lore pickups spans driver licenses, obituary clippings, ferry tickets, newspaper clippings, postcards, and a small number of physical objects like a brass key and a pocket watch.
| Lore Pickup Type | Count | Storage | Example Location |
|---|---|---|---|
| Documents (IDs, tickets, clippings) | 14 | Codex | Waterline motel front desk |
| Postcards | 4 | Codex | Seawall gift shop |
| Physical objects (key, watch, locket) | 3 | Inventory | Ordell House attic |
| Photographs | 2 | Codex | The Hollow apartment walls |
Documents cluster around NPCs
The 14 document-type lore collectibles are the backbone of the Silent Hill Townfall lore collectibles pool, because each one ties to a named NPC whose story plays out across multiple chapters. Reading the documents in the order Simon finds them paints a picture of St. Amelia's slow decline, and the documents also serve as silent flags for the optional "Town Historian" achievement. The Silent Hill Townfall pickup locations guide breaks the documents down by NPC, which is a more efficient way to track them if you care about the connected storylines.
Physical objects and the Ordell House ending
The three physical objects — a brass key, a pocket watch, and a locket — all live in Ordell House and are tied to the chapter's ending cinematic. Which ending you get depends on which of the three objects you inspect last, because each object triggers a different monologue branch. The locket in particular is the most commonly missed physical object, because it sits inside a music box that only opens after a specific CRTV scan.
Tracking, NG+, and Completion Achievements
Once you have walked through St. Amelia and gathered everything once, the next question is what happens to your Silent Hill Townfall collectibles in a New Game Plus run. The official Steam store page lists "Multiple Endings" as a flagship tag, and the collectible-to-ending pipeline is the simplest way to access those endings.
| Completion Tier | What You Need | Reward |
|---|---|---|
| Notes only | 47 / 47 | "Archivist" achievement |
| Tapes only | 12 / 12 | "Dead Air" achievement |
| Lore only | 23 / 23 | "Town Historian" achievement |
| Full set | 82 / 82 | "Lore Completion" ending route |
| Full set + 4 ending-flag notes in order | 86 / 86 | "True Ending" cinematic |
NG+ cleanup
On New Game Plus, all Silent Hill Townfall collectibles respawn, but the game does not show a percentage tracker in the UI. The only way to confirm a full sweep is to compare the lore codex against a checklist or to use the community spreadsheet published on the Steam Community guides hub. Players who finish the cleanup route on NG+ report that the spawn rules are identical to the first run, so the same chapter-by-chapter route works both times.
Why the tracking matters
Tracking Silent Hill Townfall all collectibles is not just about achievements — the full set unlocks a longer epilogue, an extended Ordell House cinematic, and a bonus CRTV frequency that lets you replay any tape at the safe room. That makes a 100% run more rewarding than a speedrun, and the pickup density is high enough that a careful first playthrough can clear most of the list without dedicated backtracking.
Practical Tips for a 100% Pickup Run
A clean sweep through St. Amelia is easier with a small set of habits. The tips below come from launch-window community testing, not from the developer directly, so treat them as field-tested advice rather than official guidance.
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Read every wall in safe rooms. Safe rooms carry the highest note density, and the writing is often the clearest because of the soft lighting.
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Slow down near CRTV scan puzzles. The CRTV-gated notes only appear after a successful scan, and the scan itself can take ten to fifteen seconds of standing still.
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Listen for tape audio shifts. If a tape gets louder as you walk, the matching note is usually one room over.
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Loot motel drawers twice. Some drawers in the Waterline and Seawall motels only contain items on the second visit, after a chapter flag triggers.
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Carry the magnifying glass late. The Ordell House pickups in the final chapter assume you have the magnifying glass item, which becomes available in Homeward.
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Cross-reference with a checklist. The full Silent Hill Townfall all collectibles list has 82 entries, and a printed or on-screen checklist saves real time.
Frequently Asked Questions
How many Silent Hill Townfall collectibles are there in total?
There are 82 collectibles in a standard playthrough: 47 notes, 12 cassette tapes, and 23 lore pickups. Four additional notes act as ending flags, which brings the maximum useful count to 86 if you are chasing the True Ending cinematic. The full Silent Hill Townfall all collectibles list is the same on PS5 and PC, and community testing on the r/silenthill Townfall discussion thread confirms no platform-specific pickups.
Are Silent Hill Townfall notes missable?
Yes, but only in specific rooms. Notes tied to monologue triggers vanish if you skip the trigger room entirely, and notes gated behind CRTV signal stability only appear if you complete the scan puzzle on the first visit. The Ordell House chapter in Chapter 6 is the most missable window because the final act moves quickly, so reading every wall in that chapter is the safest habit.
Do Silent Hill Townfall collectibles carry over to New Game Plus?
No, the collectibles do not carry over. Instead, every Silent Hill Townfall collectible respawns in its original location on a new run, which is useful for the NG+ cleanup route. The lore codex clears, the tape deck empties, and the note inventory resets, so you will need to walk through the same rooms again to hit 100% completion a second time.
What is the difference between Silent Hill Townfall notes and lore collectibles?
Notes are first-person documents that Simon either writes himself or finds from named characters, and they feed directly into his internal monologue. Lore collectibles are environmental objects — driver licenses, ferry tickets, obituary clippings, postcards — that document St. Amelia's history without Simon's voice. The lore codex sorts both, but the ending routes only count the notes, while the "Town Historian" achievement requires the lore pickups.
Can I replay the cassette tapes after collecting them all?
Yes, finishing the full Silent Hill Townfall all collectibles sweep unlocks a bonus CRTV frequency that lets you replay any of the 12 tapes at the safe room deck. The frequency is called "Final Signal" and it is the same one that Tape 12 unlocks in Ordell House, but the safe room version persists across all future save files on the same profile.