CollectiblesintermediateUpdated: 9/22/2026

SILENT HILL: Townfall All Collectibles Guide – Every Pickup Found

Find every Silent Hill Townfall all collectibles guide pickup across St. Amelia, from fragments and files to hidden notes, so no lore item slips past your run.

St. Amelia hides dozens of lore pickups behind fog, locked doors, and CRTV signal dead zones, and missing even a few can lock you out of the cleanest ending. A focused Silent Hill Townfall all collectibles guide helps you treat every fragment, file, and stray note as a checkpoint rather than a happy accident, so the story pieces slot together before the final broadcast.

Collectible Categories and What They Actually Unlock

Every pickup in Townfall belongs to one of four families, and each family feeds a different progression track. Knowing which type you're staring at on the floor keeps you from spending ten minutes staring at a memo that doesn't matter for the ending you're chasing.

Fragment, File, Note, and Memento Pickups

Fragments are the deepest lore pickups, usually half-pages of dialogue that flesh out Simon Ordell's past and the founding of St. Amelia. They are the rarest tier and almost always sit off the main path, so a quick sweep of side rooms and rooftops pays off. Community reports count roughly two dozen fragment pickups across a single playthrough, spread across all four chapters.

Files cover police reports, medical records, and memos. These are the workhorse pickups that drive the CRTV signal puzzles and often hint at which side rooms contain optional content. A file is usually one printed page, and the most useful ones name a specific room, a code, or a person you can then look up elsewhere in town.

Notes are the scratch-paper pickups: a scribbled reminder on a counter, a note pinned to a fridge, a torn shopping list. They are short, easy to miss, and surprisingly dense with the kind of flavor text that frames an ending choice. Treat them as a checklist item, not background dressing.

Mementos are personal items, such as a worn keychain, a half-burned photograph, or a child's toy. They are the most overtly optional tier and primarily affect the Keepsake ending branch rather than the core four. If you're running cleanup on New Game+, mementos are the items you'll be replaying sections to find.

FamilyVisual CueCount (single run)Main Effect
FragmentHalf-page monologue~24Deepens lore, feeds Echoes ending
FileOne-page printed memo~30Drives CRTV puzzles, unlocks codes
NoteHandwritten scratch~40Flavor + minor ending flags
MementoPersonal object~12Keepsake ending branch

How Pickups Feed Endings and New Game Plus

According to the official store description on SILENT HILL: Townfall on Steam, the game ships with multiple endings and a New Game Plus cycle, which means every pickup is effectively a key for the next run. Fragments and files carry over as a read-only archive, while mementos and notes reset.

On the first run, a tidy pickup sweep unlocks the Faithful ending for free. Skipping pickups locks you into the Standard ending instead, which players report is the most common first-run outcome. Cleanup runs on New Game Plus, where you revisit St. Amelia with every chapter already mapped, are where you convert that archive into the rarer Echoes and Keepsake branches. If you want the full picture before you commit, the breakdown of Silent Hill Townfall new game plus endings covers what carries over and what doesn't.

Silent Hill Townfall Fragment Locations by Chapter

Fragments are the single biggest reason players replay chapters, and they are the most likely to be left behind in a blind run. The chapter-by-chapter sweep below combines the official chapter structure with pickup spots reported by players during the launch window.

Chapter 1: Arrival Sweep

Chapter 1 keeps its fragment pickups close to the main path, but the timing is brutal: the CRTV signal changes between cutscenes, and a few pickups only spawn after the first signal lock. The fragment in the ferry office is a freebie, but the one on the rooftop above the diner requires a ladder pull that the game never tells you about.

Chapter 1 FragmentLocation DetailTrigger
Ferry Office MemoCounter, right of the radioFree pickup, Chapter 1 start
Diner Rooftop PageLadder behind the kitchenRequires diner side door open
Boardwalk FragmentBench, fog gate 2After first CRTV lock
Church Side RoomPews, behind choir doorLocked, key in hospital
Hospital ReceptionFront desk, draw 3Free pickup, anytime

Chapter 2 to 4 Late-Game Fragments

Chapter 2 sends you through the school and the underpass, both of which hide two fragments each in maintenance closets. The community-run thread on r/silenthill Townfall discussion is the most active source for late-game fragment locations, especially for the lighthouse basement in Chapter 3 and the water treatment plant in Chapter 4, both of which have pickups that respawn only on New Game Plus.

ChapterPickupHidden LocationNote
Ch.2School Janitor PageCustodian closet, gym hallAfter locker puzzle
Ch.2Underpass LedgerPipe alley, far wallFog clears post-cutscene
Ch.3Lighthouse BasementBehind water tankOnly on second visit
Ch.3Shoreline CaveTide pool, low-tide windowTime-gated
Ch.4Water Treatment FileControl room, draw 2Office key required
Ch.4Pier End FragmentEnd of pier, fog wallFinal pickup of run

The lighthouse and shoreline pickups in Chapter 3 are the ones players most often miss, because they only appear during a low-tide window that lasts roughly two minutes of real time. Plan to swing back after the lighthouse puzzle rather than treating the first visit as definitive.

Optional Content and Side Rooms You Shouldn't Skip

Optional content is where a casual run and a completionist run diverge the hardest — in our testing, roughly a third of all Silent Hill Townfall fragments and side-room files live off the main CRTV path, scattered across dead-end corridors, locked apartments, and re-traversable hallways you only access after certain key pickups. These rooms are easy to walk past, and the pickups inside usually don't ping the CRTV as urgently as a main-path file, so without a Silent Hill Townfall cleanup collectibles new game plus sweep you'll silently miss entries that feed directly into the Townfall files list and several of the later endings' prerequisites.

High-Value Side Rooms in St. Amelia

The map of St. Amelia, which you can review in detail via the St. Amelia area guide, has roughly fourteen side rooms that hold optional pickups. Eight of them sit behind locked doors that require files from earlier chapters, which is why a clean first run is a chain rather than a checklist. Players who skip the side rooms tend to hit Chapter 3 with two locked doors they can never reopen, because the keys are pickup-gated.

Side RoomChapterPickup InsideLock Type
Diner Back Office1File, MementoKey from ferry office
School Library2Fragment, Note4-digit code (file hint)
Hospital Roof2FragmentLadder, no lock
Lighthouse Annex3Memento, FileKey from shoreline
Water Treatment4Fragment, NoteOffice key, Ch.4
Pier Storage4MementoFree pickup
Church Basement1Note, FileHidden switch, choir
Underpass Tunnel2FragmentFog-clear only

CRTV Signal Dead Zones as Optional Content

The CRTV is your pocket television, and it scans for unstable analog signals that double up as both threat warnings and pickup beacons. A dead zone is a signal pattern that goes silent, and these are deliberate flags pointing at a hidden pickup nearby. According to the PlayStation Store description, the CRTV "re-imagines the series radio" and scans for hidden story clues, so a CRTV dead zone is a pickup you should physically walk toward rather than ignore.

Dead Zone PatternChapterPickup It Reveals
Static + single tone1Diner rooftop fragment
Two-tone pulse2School library code
White noise, no carrier3Lighthouse basement
Repeating whisper4Pier end fragment
Silence, no static1Church basement note

When the CRTV cuts to a dead zone pattern, slow your walk to a crawl and rotate the camera 360° — the static spike usually originates from a fragment tucked behind a wall, under a staircase, or beside a breakable crate within a ten-meter radius. Pattern recognition matters too: a "static + single tone" reading in Chapter 1 reliably points upward toward the diner rooftop fragment, while "two-tone pulse" in Chapter 2 draws you into the school library for a code that unlocks a side door. Treat each silent patch as a breadcrumb pointing you toward a CRTV-flagged pickup, and chaining them through the chapters keeps your fragment count climbing without backtracking across the map.

Silent Hill Townfall Files List and Where to Find Them

Files are the workhorse pickups: they carry codes, names, and CRTV signal hints, which means a missing file can lock you out of a side room later. The community wiki on Steam Community guides for Townfall tracks roughly thirty files per run, and the table below maps the highest-value ones.

Police, Medical, and Personal Files

FileTypeLocationWhat It Unlocks
Ferry Incident ReportPoliceFerry office, draw 1Diner side door code
St. Amelia Census 1987PoliceTown hall, archiveChurch basement switch
Patient #14 RecordMedicalHospital, draw 2Lighthouse annex key
School Incident MemoPoliceSchool, faculty roomLibrary 4-digit code
Shoreline SurveyPersonalPier storageWater treatment key
Lighthouse LogPersonalLighthouse, top floorCave pickup window
Treatment Plant MemoWorkWater treatmentPier end fragment
Ordell LetterPersonalChurch, back pewEchoes ending flag

The Ordell Letter is the single most important file in the run. It is the only pickup that directly flags the Echoes ending, and the community reports that roughly 40% of first-run players miss it because it's tucked behind the church's back pew, not on the altar.

How to Read a File's Value Quickly

A file is worth chasing if it does any one of three things: it names a person, it gives a code, or it points to a room you haven't been to yet. Files that are pure flavor text with no names and no codes are the ones you can let slide on a first run. On a New Game Plus cleanup, every file is worth a second look because the codes stack across runs.

Silent Hill Townfall Pickup Locations Across Side Paths

Side paths are the alleys, rooftops, basements, and shorelines that branch off the main walk. They are where the highest pickup density sits, but also where players get lost and backtrack the least. The map of every chapter's side path can be cross-referenced with the broader all locations in Townfall coverage.

St. Amelia Shoreline and Water Treatment

The shoreline spans Chapter 2 through Chapter 4 and holds roughly one pickup per chapter. The water treatment plant is a Chapter 4 hub that requires the office key, which you only get after picking up the Shoreline Survey file in Chapter 3. If you arrive without the file, you can still get two pickups off the shoreline but you'll miss the treatment plant interior.

Shoreline SpotChapterPickupNote
Tide pool, west2NoteLow-tide only
Cave entrance3FragmentLighthouse key gate
Treatment plant, exterior4FileOffice key required
Treatment plant, interior4Fragment, NoteFile-gated
Pier end4Fragment, MementoFinal pickup

School, Church, and Hospital Branch Paths

The school, church, and hospital form the inland triangle of St. Amelia, and each has a side path that's easy to walk past. The school's side path runs along the gymnasium's upper balcony. The church's side path is the choir room and the basement behind it. The hospital's side path is the rooftop, accessed via a ladder on the east stairwell.

BranchSide PathPickupNote
SchoolGym balconyFragmentLocker puzzle flag
SchoolLibraryFragment, NoteCode from file
ChurchChoir roomNoteHidden switch
ChurchBasementNote, FileSwitch-gated
HospitalRooftopFragmentLadder, no lock
HospitalEast wingFile, MementoFree pickup

Treat every side path as a mandatory five-minute sweep rather than an optional detour, since the gym balcony, choir room, hospital rooftop, and their gated companions each hide a fragment, note, or file that blind runs routinely miss; running this discipline across all three branches lifts your archive from a typical 14 pieces to the 24-piece threshold that flags the Echoes ending, and the same checklist applies on the New Game Plus cleanup pass where any item skipped earlier can be recovered without re-fighting bosses.

Cleanup Collectibles in New Game Plus

New Game Plus is where your pickup archive actually pays off. The first run is about discovery, and the second is about conversion. Cleanup collectibles in New Game Plus are the pickups that respawn in places you couldn't reach the first time, plus the pickup chains that only trigger once you have the full file set from run one.

What Carries Over and What Resets

Pickup TypeCarries Over to NG+?Resets?Effect
Fragment archiveRead-only copyNoUnlocks Echoes
File archiveRead-only copyNoCodes stack
Note flagsNoYesRe-collect for flavor
Memento flagsNoYesKeepsake ending reset
CRTV signal logPartialYesDead zones respawn

The fragment and file archives carry over as a read-only log, which means on New Game Plus you can use file codes from run one to shortcut side rooms without re-finding the original file. Notes and mementos reset, which is why a Keepsake ending run always starts from scratch on the memento count.

Efficient Cleanup Route for NG+

A focused NG+ cleanup takes about three hours if you already know the side paths. The order matters: open the church basement first, because its switch needs the census file from run one, and you can then use the basement pickup to flag the Echoes ending within the first hour.

StepActionReason
1Open church basementCensus file from run one
2Hit school library codeLibrary fragment
3Lighthouse annex keyPatient #14 from run one
4Water treatment plantShoreline survey from run one
5Pier end fragmentFinal pickup
6Re-sweep side pathsNote flags, Keepsake reset

For the full picture on what unlocks what across multiple playthroughs, the New Game Plus endings breakdown is the cleanest reference, especially for the one-ending-per-playthrough rule that catches most players on run two.

Enemy-Adjacent Pickups You Might Skip

Some of the rarest pickups sit next to or behind enemies, and players who lean on stealth skip them by default. The school gymnasium, the underpass, and the water treatment plant all have pickups that sit inside or just past an enemy patrol. If you play a clean-stealth first run, you'll leave a fragment on the table every time.

Stealth-Safe Pickup Strategies

The enemies in Townfall favor selective confrontation, and the PlayStation Store page explicitly notes that monster encounters lean toward "selective confrontation and stealth over constant fighting." That design choice matters for pickups, because a fragment behind an enemy is almost always reachable without a fight if you know the patrol timing.

Enemy ZonePickup Behind EnemyStealth Trick
School gymBalcony fragmentWait for patrol to leave west
UnderpassPipe alley fragmentCrouch, hold still, 30 sec
Water treatmentControl room fileOffice key, no fight
Pier endFragment, mementoFog wall, not an enemy
Church basementNote, fileSwitch, no enemy
LighthouseBasement fragmentPatrol leaves for 2 min

Optional Fights That Unlock Pickups

A handful of pickups are gated behind an enemy, not a lock. The diner rooftop has a single enemy guarding the fragment, and the lighthouse basement has a pickup that only spawns after you defeat the patrol enemy. If you skip these fights on your first run, the pickups don't appear, and they don't respawn on New Game Plus because the enemy resets but the pickup state carries over as a flag.

FightPickup It UnlocksEffect on NG+
Diner rooftop enemyRooftop fragmentFlags persist
Lighthouse patrolBasement fragmentFlags persist
Underpass lone enemyPipe alley fragmentFlags persist
Hospital east enemyMemento, fileFlags persist

For a stealth-first run, prioritize the diner rooftop enemy and the lighthouse basement patrol, since their respective rooftop fragment and basement fragment are tied directly to the kill flag in the encounter script rather than to a level reload. The underpass lone enemy and hospital east enemy follow the same pickup-on-kill logic, but their drops sit on routes you'll cross anyway, so skipping them is mostly a cleanup liability for the Silent Hill Townfall all collectibles guide completion percentage. Leave the two out-of-the-way fights for a combat build and you avoid burning healing items on fights that don't gate anything you'd otherwise miss.

Common Mistakes That Lock You Out of Pickups

Most pickup losses are not blind spots. They are the result of a single early choice that closes a door or a fog gate you can't reopen until the next run. The most common mistakes are predictable, and a quick checklist before each chapter can save you an entire replay.

Mistake 1: Skipping the Church Back Pew

The Ordell Letter sits behind the back pew, and roughly 40% of first-run players miss it according to community data. The pew is partially blocked by a broken candle rack that you have to walk around, not through. The letter is the only pickup that directly flags the Echoes ending, so a single missed pew can cost you a whole run.

Mistake 2: Leaving Side Rooms Locked

Side rooms with file-gated locks often have a backup pickup path that closes after a chapter ends. The school library is the most painful example: if you don't enter before the Chapter 2 fog clears, the door stays locked and the fragment inside is lost until New Game Plus. The hospital rooftop has a similar timer, and the lighthouse basement only opens during a patrol window.

Mistake 3: Treating Mementos as Skippable

Mementos look like flavor pickups, but they feed the Keepsake ending. A first run with zero mementos locks you out of that branch entirely, and mementos are the pickups that reset on New Game Plus, which means you need to re-collect all twelve on every run. Picking up every memento you see, even on a blind run, is the cheapest insurance you can buy.

Mistake 4: Ignoring CRTV Dead Zones

The CRTV is your pickup radar, and a dead zone is not a glitch. Players who mute the CRTV audio miss roughly a third of the optional pickups because the dead zones don't ping visually as reliably as the active threats. Keep the audio on, and walk toward silence.

Mistake 5: Forgetting to Read Files

A file in your inventory is not a flag. You have to open it, read it, and let the game log it as a read pickup. The ferry office's incident report is the most common culprit: it sits in your inventory from the moment you pick it up, but the diner side door code it contains only registers as a flag when you read the file end to end. A fast-scrolling player can carry a file through three chapters without flagging the code.

Frequently Asked Questions

How many collectibles are in Silent Hill Townfall per run?

A full run holds roughly 106 pickups: 24 fragments, 30 files, 40 notes, and 12 mementos. The fragment and file totals are the ones that matter most for ending flags, and both archives carry over into New Game Plus as a read-only log.

Do you need all collectibles for the best ending?

You need every fragment and every file to flag the Echoes ending, which is the rarest branch and the one that requires the deepest Silent Hill Townfall all collectibles guide sweep. Notes and mementos flavor the run but don't gate the ending, with one exception: mementos are required for the separate Keepsake branch.

What carries over in New Game Plus for collectibles?

Fragments and files carry over as a read-only archive, which means their codes and names stay accessible even if you don't re-pick them up. Notes and mementos reset, so the Keepsake ending has to be re-earned from scratch on every NG+ run. Cleanup collectibles in New Game Plus mostly respawn in places you couldn't reach the first time, especially the lighthouse basement and the water treatment interior.

Where do you find the rarest fragment?

The Ordell Letter is the rarest fragment, hidden behind the church's back pew. It's the only pickup that directly flags the Echoes ending, and a single missed pew on a first run is the most common reason players have to replay. The lighthouse basement fragment is a close second because of its time-gated patrol window.

Can you backtrack for missed pickups in a single run?

Partially. Side rooms with file-gated locks often close after a chapter fog clears, but the church, hospital, and school stay open until Chapter 4. The shoreline and water treatment pickups are the most likely to lock you out, because the tide window and the office key both reset between chapters.