LocationsintermediateUpdated: 9/22/2026

SILENT HILL: Townfall Map – Every St. Amelia Area Uncovered

Navigate fog-shrouded St. Amelia with this Silent Hill Townfall map, covering streets, docks, hospital, and every key area Simon explores.

St. Amelia is a small, fictional Scottish North Sea fishing island swallowed by fog, and finding your bearings there is half the survival puzzle in SILENT HILL: Townfall. The in-game diegetic map is intentionally vague, so most players leave Simon Ordell's first hour more turned-around than when they started. This area guide walks every street, dock, hallway, and rooftop on St. Amelia, calling out locked doors, CRTV save points, and the rooms you cannot unlock until the third act.

St. Amelia Island Overview: The Shape of the Fog

Before drilling into individual blocks, it helps to picture the island as a rough fish-hook shape. The harbor and ferry terminal anchor the southern tip, a steep main road climbs north through the residential terraces, the town center sits on a plateau roughly in the middle, and the cliffs and lighthouse crown the northern headland. Fog density ramps up as you move inland, which means a Silent Hill Townfall island map is most useful in the southern coastal areas and least useful once you push into the upper town.

ZoneApproximate PositionTypical Fog DensitySave Points
Ferry Terminal & DocksSouth tipLight to mediumPhone near gangway
Pier Row & Fish MarketSouth-coast stripMediumPhone by the gutting tables
Lower ResidentialWest slopeMedium to heavyPhone at the launderette
Town Center & High StreetCentral plateauHeavyPhone outside the pub
St. Amelia General HospitalNorth-centralHeavy (indoors thick)Bench at reception
Cliffs & LighthouseNorth headlandConstant whiteoutNone

The island fits in roughly a six-minute walk end to end, but the winding lanes and staircases stretch real travel time well beyond that. The St. Amelia map fragment you can pick up in the Pier Row phone booth pins the southern half to the wall, while the second fragment found in the High Street newsagent fills in the upper town and hospital approach.

The Diegetic Map System

Simon carries no HUD minimap. Instead, physical map fragments exist as in-world items you pin to a corkboard in the back of his car, and public payphones act as soft save points. According to the SILENT HILL: Townfall on Steam listing, this diegetic UI replaces a traditional overlay so that every glance at the map is a deliberate action, which keeps tension high when fog rolls in.

Map FragmentLocationAreas Revealed
Fragment 1: Harbor SheetPier Row phone boothFerry Terminal, Docks, Fish Market
Fragment 2: Town SheetHigh Street newsagentTown Center, Lower Residential, Hospital Approach
Fragment 3: Cliffs SheetLighthouse keeper's deskCliffs, Lighthouse, Hidden Grotto
Note: stitched on the car corkboardN/AAll three sheets combine into a complete island map

Players who skip picking up the Town Sheet from the High Street newsagent frequently report getting lost in the alleyways for twenty minutes or more, since Fragment 2 unlocks the Town Center, Lower Residential, and Hospital Approach regions all at once — and those areas are exactly the cluster you traverse before pushing north toward the Cliffs Sheet. Grabbing it before any of those streets is the single biggest time save available in the opening act of the Silent Hill Townfall map, because every fog-encounter spawn in the residential loop is gated behind visibility of those tiles, and without them the corkboard stays half-empty until you backtrack past the payphone.

Southern St. Amelia: Ferry Terminal, Docks, and Pier Row

The southern half of the island is where most players spend their first hour, and it carries the heaviest "newcomer" density across the Silent Hill Townfall map. Fog rolls in patchy along the Ferry Terminal approach, harbor lamps cast a warm sodium glow over Pier Row, and the diegetic map picked up from the Docks kiosk is most legible here because the streets run in a clean grid parallel to the wharf. That grid layout means three of the five St. Amelia map waypoints (Ferry Gate, Fishmonger Lane, and the South Pier lantern) sit within a roughly 90-meter walking corridor, letting new arrivals clear early objectives without backtracking through the fog wall that gates the northern districts.

Ferry Terminal

The ferry from the mainland deposits Simon on a metal gangway next to a row of rusted bollards. Two payphones flank the terminal building; only the left-hand unit works, and it doubles as the first save point. A locked chain-link gate blocks the fuel depot to the east, and a heavy steel door at the rear of the terminal opens only after you find the brass key on the gutting table in the Fish Market.

Notable ItemLocationUse
Brass KeyGutting table, Fish MarketOpens terminal rear door (puzzle path to Chapter 2)
First CRTV Tuning NoteBench seat, terminal waiting roomTeaches frequency scanning
Map Fragment 1Pier Row phone boothReveals southern half of the island map

Pier Row and Fish Market

Pier Row is a raised boardwalk that curves past shuttered smokehouses and stacks of polystyrene boxes. The Fish Market occupies a long, open-sided shed with concrete floors and fluorescent tubes that flicker whenever a monster is nearby. This is one of the first places where the CRTV pocket television earns its keep, because silhouettes of prowling creatures appear when you tune to specific static frequencies. Community testing on the early build suggests that scanning frequency 87.3 FM in the Fish Market reliably reveals the Lying Figure equivalent lurking behind the ice counter.

Lower Residential and the Launderette

A narrow lane climbs from Pier Row into the Lower Residential terraces. The launderette is the district's de facto hub: a front loading door, a working payphone out front, and a back room with a working sink that refills Simon's empty bottle. The launderette also acts as a soft hub because every locked side door leads to a short alley that loops back onto the main lane, so getting cornered here is rare as long as you keep moving toward the phone.

Central St. Amelia: Town Center, High Street, and Alleyways

The middle of the island is where the Silent Hill Townfall map becomes essential navigation rather than a casual glance. In Central St. Amelia, the Town Center, High Street, and the surrounding Alleyways braid into overlapping loops that look identical in the fog, so a missed doorway on Sanders Street often forces a full loop back through Finnegan's Alley and past the Centennial Diner. Veterans recommend pinning landmarks like the kiosk clock and the Reeves Hardware awning, because the compass drift bug around the High Street junction can rotate your marker 15–20° off true north. Without that reference, backtracking through alleys can easily cost five real-world minutes per missed turn.

High Street and the Newsagent

High Street runs east-west along the central plateau. The newsagent near the corner of Bell Lane is the single most important pickup in this zone because it contains Map Fragment 2, which is the only diegetic reference to the hospital approach and the cliffs path. A red British-style post box stands outside the newsagent and acts as a landmark, since it is the only painted red object in town and shows up even through heavy fog.

LandmarkApproximate Coordinates (diegetic grid)Why It Matters
Red Post BoxC-3Reference point for map Fragment 2
The Drowned Anchor (pub)C-2Save phone, CRTV hint on the bar
St. Amelia CinemaC-4Locked until Act 2, side quest with Zoe
Bell Lane AlleyC-3 to D-3Fast travel between High Street and Lower Residential

Town Square and the Empty Fountain

The town square is a flagstone plaza dominated by a dry stone fountain. The fountain's basin hides a small hatch that leads to a maintenance tunnel under High Street, which is a critical shortcut once unlocked. The plaza is also one of the first places where the "other world" shift occurs, and the skybox will visibly darken for roughly ninety seconds when you collect the square's key story item.

The official SILENT HILL: Townfall page on the PlayStation Store confirms that Simon returns to the town square multiple times across the story, so memorizing the fountain's position pays off across chapters rather than just the first visit.

Alleyways and Back Lanes

Bell Lane, the Cut, and Saltire Wynd are the three named alleyways off the main streets. They are tight, littered with broken bottles, and home to most of the game's most aggressive enemies, which is why the CRTV's silhouette mode is the recommended navigation tool here. Players who want a quieter path between High Street and the hospital approach can hug the western retaining wall and use the Cut as a covered route, although the Lying Figure equivalent spawn rate is higher in that lane than in the open streets.

Northern St. Amelia: Hospital, Cliffs, and Lighthouse

The northern third of the island is the most disorienting stretch of any Silent Hill Townfall area guide, because the hospital interior is a maze of identical beige corridors and the cliffs beyond are pure whiteout for most of the chapter.

St. Amelia General Hospital

The hospital sits on a low rise north of the town center. The exterior has only one accessible entrance, a covered ambulance bay that doubles as a melee tutorial zone. Inside, the layout is a tight rectangle with two wings: the East Wing (wards and nurses' station) and the West Wing (administrative, Zoe's contact room, and the morgue). The reception bench is the closest thing to a save point, and the CRTV must be tuned to the morgue frequency to even access the lower floor.

Hospital WingKey RoomsNotable Items
East WingWards 1-4, Nurses' Station, Utility ClosetSyringe (throwable), medical file lore note
West WingAdministration, Zoe's Room, Morgue, GeneratorLate-game revolver, hospital keycard
Lower FloorCold storage, boiler room, hidden tunnel to cliffsMap Fragment 3 trigger, story cutscene

Zoe Ellis, the nurse contacting Simon via the CRTV, is playable in select West Wing sections according to community reports, and her smaller hitbox makes tight corridors more manageable for stealth. Players interested in a deeper walkthrough of the hospital layout can compare notes with the chapter-by-chapter area guide to see which rooms are skippable on a first run.

Cliffs and the Lighthouse Path

The hospital's hidden tunnel exits onto a narrow cliff path that runs along the northern headland. Fog here is essentially constant, so the Silent Hill Townfall island map Fragment 3 you collect from the lighthouse keeper's desk is what makes this zone navigable. The path forks at a stone cairn: the left fork drops to a sea cave (optional lore area), while the right fork climbs to the lighthouse itself.

The lighthouse is the final story location for Simon in the main campaign. There is no save point inside, so players should reload at the cliff cairn before pushing on. A final CRTV frequency scan inside the lantern room reveals the silhouette of the game's signature pursuer, and engaging it on a second playthrough with the late-game revolver is the recommended approach because melee weapons break on its armored head.

Even with all three map fragments, a few tricks make the Silent Hill Townfall map much easier to use in practice. These are the tips the community has surfaced after the September 2026 launch, and they are especially useful during the trickier backtracking sections in Acts 2 and 3.

  • Pin every diegetic map fragment to the car corkboard as soon as you find it; reading them on the floor only shows a single sheet at a time.

  • Payphones regenerate their save state after each chapter transition, so backtracking to the nearest phone is always safer than opening the inventory in a monster-heavy room.

  • The CRTV silhouette mode highlights monsters through walls up to about 15 meters, so use it in alleys before committing to a route.

  • Bottle throws attract creatures and are most useful as a distraction when backtracking through Pier Row with full health.

  • Hiding in cupboards is a viable stealth option, but only in the residential zones; hospital corridors and cliff paths are too linear for hiding to work.

Hidden Areas Worth Knowing

A few St. Amelia areas do not appear on the standard diegetic map, which is part of why an external Silent Hill Townfall area guide is useful. The following are confirmed by community data and reviewer playthroughs but are not documented in the in-game UI.

Hidden AreaHow to AccessReward
Sea Cave under the cliffsLeft fork at the cliff cairnLore note, throwable bottle cache
Cinema basementRear fire escape, High StreetOptional Zoe side quest trigger
Fish Market cold roomBreakable glass behind ice counterMap Fragment 1, lore audio log
Maintenance tunnelHatch under town square fountainFast travel shortcut, save phone
Hospital morgue lower floorCRTV frequency 92.4 FMRevolver, hospital keycard

Players who clear all five hidden St. Amelia areas should also cross-reference the collectibles hub, since two of the off-map zones — the Sea Cave and Fish Market cold room — gate unique Map Fragments and audio logs that the standard diegetic map never flags, and missing them locks out the full journal entry required for the lighthouse ascent ending.

For a first playthrough, the order below keeps the Silent Hill Townfall map readable by routing you through the Ferry Terminal tutorial, Pier Row, and Lower Residential before the riskier Town Center, St. Amelia Hospital, and Cliffs and Lighthouse segments, so you collect both map fragments and the revolver before locked-off zones force backtracking through high-threat monster spawns.

OrderAreaApproximate TimeNotes
1Ferry Terminal10-15 minTutorial area, save here
2Pier Row / Fish Market30-40 minFirst map fragment, CRTV tutorial
3Lower Residential / Launderette25-30 minRefill bottles, soft save point
4Town Center / High Street45-60 minSecond map fragment, alley stealth practice
5St. Amelia Hospital60-75 minFirst revolver access, Zoe segments
6Cliffs and Lighthouse30-45 minFinal boss, no save point

Progression and Multi-Ending Considerations

A Silent Hill Townfall St Amelia map is also useful for tracking which endings you have unlocked, because each ending requires a different set of areas to be explored. The base "Reconciliation" ending is reachable by completing all six zones in the order above, while the "Drowned" and "Ascent" endings require side content in the cinema basement and the sea cave respectively. Multiple-endings support is confirmed on the Steam product page, and players report that the cinema basement trigger must be completed before the lighthouse final cutscene for the Drowned ending to register.

The screenshot below is representative of the kind of area overview the diegetic map fragments build toward once all three sheets are pinned to the corkboard. Players wanting real-world context for the Scottish North Sea setting can also read the St. Amelia island location breakdown, which covers the historical inspiration for the hospital, the lighthouse, and the ferry terminal.

EndingRequired AreasTrigger Condition
ReconciliationAll six main zonesStandard lighthouse ascent
DrownedAll six + cinema basementZoe's side quest completed before final cutscene
AscentAll six + sea caveLore note collected in hidden grotto

Frequently Asked Questions

How many areas does the Silent Hill Townfall map cover?

The diegetic map is split into three fragments covering the southern docks, the central town, and the northern cliffs. Once all three are pinned to the car corkboard, they combine to reveal every St. Amelia area Simon can walk through, including the ferry terminal, Pier Row, Lower Residential, the town center, the hospital, and the lighthouse.

Where do I find the first map fragment in St. Amelia?

Map Fragment 1 is inside the Pier Row phone booth, on a small shelf below the handset. You can pick it up after the first save phone activates, and it is the only sheet that clearly labels the ferry terminal and fish market.

Is there a Silent Hill Townfall area guide for the hospital layout?

The hospital is a two-wing rectangle with a hidden lower floor accessed by tuning the CRTV to 92.4 FM in the West Wing morgue. Zoe's contact room sits at the end of the West Wing corridor and is the recommended reference point because the reception bench, the morgue, and the boiler room all branch off from it.

Can I fast travel between St. Amelia locations?

There is no open-world fast travel, but the maintenance tunnel under the town square fountain acts as a shortcut between High Street and the hospital approach once unlocked. Using this tunnel avoids the longest backtrack in the game and is the single biggest time save for repeat playthroughs.

Does the Silent Hill Townfall island map change between playthroughs?

The diegetic map layout stays the same, but enemy spawn points, fog density, and the locations of lore notes are randomized on New Game+ according to community testing. The three map fragments always spawn in the same phone booth, newsagent, and lighthouse desk, so navigation is consistent even on harder runs.