CollectiblesbeginnerUpdated: 9/22/2026

SILENT HILL: Townfall Arrival Collectibles – Part 1 Checklist

Find every Silent Hill Townfall Arrival collectibles pickup in the opening chapter, including missable notes, lore items, and document locations.

The opening chapter of SILENT HILL: Townfall sets the tone for Simon Ordell's return to fog-shrouded St. Amelia, and the Silent Hill Townfall Arrival collectibles scattered along his first steps are denser than most players expect on a first run. Missing even a single note can lock you out of a specific ending, while missable files feed into lore entries that explain the town's collapse. This Part 1 checklist walks through every document, audio log, and hidden pickup in Arrival so you can clear the chapter on your way to a full Silent Hill Townfall 100% walkthrough.

Arrival Collectibles Overview and Chapter Structure

The Arrival chapter functions as the game's tutorial beachhead, and the first fifteen minutes alone hide nine pickups that most players walk right past. The chapter layout guide breaks down how Arrival fits between the prologue and the shoreline investigation, but the collectible density here is unique: every dead end contains a lore file, and every locked gate foreshadows a document you will read later. Players chasing the full Silent Hill Townfall all items trophy need to revisit Arrival on a second pass because two pickups are tied to environmental state that changes after the first ferry encounter.

According to the official SILENT HILL: Townfall Steam store page, the game ships with multiple endings, several of which require reading a minimum threshold of documents in the first two chapters. Community testing on the r/silenthill Townfall discussion thread confirms that the "Atonement" ending specifically requires six Arrival documents picked up on a single playthrough, which makes this checklist essential for ending hunters.

Pickup TypeArrival CountMissable?Ending Tied
Notes / Letters62 are missableAtonement, Vigil
Audio Logs (CRTV)30None directly
Lore Fragments41 is missableVigil, Surrender
Key Items (non-progression)20Best Ending route

The chapter splits naturally into three zones: the Dockside, the Boardwalk Ruins, and the Fog Pier. Each zone carries its own pickup cluster, and the pickup order inside Arrival does not affect pickup availability later in the game, which is good news for Silent Hill Townfall collectibles part 1 players who prefer exploration over linearity.

Dockside Pickup Cluster

The Dockside opens with Simon stepping off the ferry, and the first audio log sits on a bench to the left of the gangway. It is a CRTV recording labeled "Cap'n Walsh — Departure Log" and is impossible to miss if you walk forward at a normal pace. The first missable pickup, however, is the Harbormaster's Letter, tucked inside a desk in the ferry terminal office. If you sprint past the office toward the locked gate, the trigger for the fog encounter fires before the door reopens, and the letter becomes inaccessible until a New Game+ run.

Dockside PickupLocation DetailTypeMissable
Cap'n Walsh Departure LogBench at ferry exitCRTV AudioNo
Harbormaster's LetterTerminal office deskNoteYes
Shipping Manifest (torn)Crate near bollardsLore FragmentNo
Brass Key (non-progression)Inside the capstan toolboxKey ItemNo

Players working on a Silent Hill Townfall 100% walkthrough should treat the Dockside as a slow-walk zone. The CRTV pocket television flags hidden pickup audio cues with a static hiss, and the developers tuned these cues to be audible only when Simon is within roughly four meters of the source. According to community data aggregated on the Steam Community guides hub, roughly 38% of first-run players miss the Harbormaster's Letter because the fog encounter triggers while they are still inside the terminal.

Documents and Notes in Arrival

The Silent Hill Townfall documents tied to Arrival are the chapter's most replay-sensitive pickups because they feed into the Atonement ending threshold. There are six notes and letters spread across the three zones, and two of them are confirmed missable. The all collectibles guide covers every chapter, but Arrival is where the document-density curve is steepest for new players.

DocumentAuthorLocationMissable?
Harbormaster's LetterEdwin MottDockside terminal officeYes (fog trigger)
Patient Discharge FormDr. Lena VogelBoardwalk clinic upstairsNo
Tides & Tow LogbookUnknownBoardwalk Ruins, behind the carouselNo
Pier 7 MemoMarina DrozdovFog Pier, near the lighthouse baseYes (post-encounter)
Children's DrawingUnknownBoardwalk, inside the fortune-teller boothNo
St. Amelia Gazette ClippingEditorialFog Pier, taped to the kioskNo

The Harbormaster's Letter and the Pier 7 Memo are the two missables. Edwin Mott's letter hints at the ferry schedule disruption that Simon himself triggered, while Marina Drozdov's memo warns of "the thing in the water" that surfaces after the first major enemy encounter. Both documents resurface in the Boardwalk chapter as audio references, so skipping them in Arrival does not lock the player out of the overarching plot, but it does lock the Atonement ending because the document counter never reaches its threshold.

CRTV Audio Log Mechanics

The CRTV pocket television is the re-imagined radio from earlier Silent Hill games, and per the PlayStation Store listing, it scans unstable analog signals for both threats and story pickups. In Arrival, the CRTV can pick up three audio logs that are not flagged by any on-screen prompt, which is why so many players miss them. Holding the CRTV in your hand while walking slowly through the Dockside boardwalk triggers a static burst that increases in pitch as you near a hidden audio log.

The three Arrival CRTV logs are: the Cap'n Walsh departure log, a child reading a bedtime story near the carousel wreckage, and a marine-band distress call on the Fog Pier. The distress call is the most important because it directly foreshadows the creature encounter that triggers the Pier 7 Memo missable window. If you are playing for a Silent Hill Townfall hidden collectibles sweep, treat the CRTV as a constantly held item rather than a triggered tool; community testing on the r/silenthill Townfall search results confirms that players who hold the CRTV continuously find roughly 22% more pickups per chapter than those who only activate it during scripted events.

Missable Pickups and How to Avoid Soft-Locks

Soft-locks are a real concern in Arrival because two pickups sit behind environmental triggers that do not reset. The Harbormaster's Letter becomes inaccessible the moment the first fog monster engages Simon, which happens on a timer of roughly ninety seconds after he crosses the inner Dockside gate. The Pier 7 Memo becomes inaccessible after the post-encounter cutscene triggers, even if you backtrack to the lighthouse base afterward. The fix for both is simple: explore every room in each zone before crossing the next gate.

Missable PickupTrigger WindowSafe WindowReset Method
Harbormaster's Letter90 seconds after gate crossOpen the office desk before the timer endsNew Game+ only
Pier 7 MemoPost-encounter cutscene endsLoot the kiosk before the cutscene firesNew Game+ only
Child's Locket (fragment)Boardwalk carousel collapsesInspect the carousel horse before the rumbleNew Game+ only

For Silent Hill Townfall collectibles part 1 runners, the safest strategy is to backtrack to the Dockside office and the Fog Pier kiosk after every major encounter, even if the walk feels redundant. The chapter is short enough that a thorough sweep adds at most eight minutes to the run, and the cost of missing a pickup is a full chapter replay or a New Game+ cycle.

State-Conditional Pickups

The Child's Locket is the one Arrival pickup tied to environmental state rather than a hard timer. The locket sits inside a hollow carousel horse on the Boardwalk, and the carousel collapses when Simon takes damage inside the carousel ring. If you take zero damage during the carousel approach, the horse stays upright and the locket is accessible. Most players will take at least one hit because the carousel ring is a scripted ambush, so the practical advice is to bait the encounter toward the carousel entrance, then loot the horse immediately after the first hit lands.

Audio Logs, Fragments, and Hidden Room Pickups

Hidden collectibles in Arrival are concentrated in three locations that the game's quest markers do not highlight. The first is the fortune-teller booth on the Boardwalk, which contains the Children's Drawing document plus a small fragment called "Tide-Worn Charm." The second is a crawlspace under the carousel platform, accessible only after the carousel collapses. The third is a locked storage unit behind the Fog Pier lighthouse that requires the Brass Key found in the Dockside capstan toolbox.

Hidden PickupLocationTrigger
Children's DrawingFortune-teller boothRead the crystal ball on the table
Tide-Worn CharmCarousel crawlspaceCarousel must collapse first
Lighthouse LogbookStorage unit behind lighthouseRequires Brass Key
Patient Discharge Form (alt)Clinic upstairs windowBreak the window with melee

The Patient Discharge Form has two pickup methods because of a known bug reported on the launch-window community thread: if you climb the clinic stairs and walk to the window, the form spawns on the windowsill, but some players see the form only on the desk instead. Reloading the previous checkpoint resolves the spawn inconsistency, and the form is never truly missable, only occasionally invisible on the first attempt.

CRTV Recordings and Audio Cue Mechanics

The CRTV emits three distinct audio patterns in Arrival: a low hiss for nearby pickups, a sharp squeal for enemy proximity, and a long tone for environmental state changes. According to community data on the Steam Community guides hub, roughly 64% of Arrival players report hearing at least one CRTV cue they could not trace to a source, which suggests the audio falloff radius is generous enough that cues are audible from outside the pickup room. The fix is to turn around and walk back toward the cue origin whenever you hear static without an enemy indicator; the pickup is almost always within one room of where the cue first triggered.

For Silent Hill Townfall 100% walkthrough runners, the CRTV should be the held item for the entire Arrival chapter. You can switch to a melee weapon during scripted ambushes, but the moment the encounter ends, re-equip the CRTV and walk a slow loop through the zone you just cleared. This single habit accounts for most of the difference between a 70% pickup rate and a 95% pickup rate on a first run, based on aggregated community reports.

Walkthrough Sequence and Route Map

The optimal Arrival route is a three-loop sweep: Dockside, Boardwalk, Fog Pier. Each loop should be completed before crossing the gate that triggers the next zone's scripted encounter, because the encounter permanently changes which pickups are accessible in the cleared zone. The table below shows the recommended loop order and the pickups tied to each gate trigger.

LoopZoneCross Gate TriggerPickups to Secure First
1DocksideEnter the Boardwalk gateLetter, Manifest, Brass Key, Walsh Log
2BoardwalkEnter the Fog Pier gateDischarge Form, Drawing, Charm, Tides Log
3Fog PierNone (chapter end)Pier 7 Memo, Gazette Clipping, Lighthouse Logbook

This loop order matches the route that emerged as the community consensus during the launch window, per the r/silenthill Townfall discussion thread. The key insight is that the Dockside office desk must be looted before the fog timer expires, the carousel crawlspace must be entered before the carousel finishes collapsing, and the Pier 7 kiosk must be looted before the post-encounter cutscene fires. Each of these windows is roughly two minutes long, which is enough time to loot the room but not enough time to backtrack from a later zone.

Speed-Run vs. Completion Route Trade-offs

Speed-runners aiming for the Atonement ending can skip three Arrival pickups without losing the ending: the Shipping Manifest fragment, the Tides & Tow Logbook, and the Children's Drawing. The completionist route captures all fifteen Arrival pickups and adds roughly twelve minutes to the run, which is the same time penalty that New Game+ cleanup would cost anyway. For Silent Hill Townfall hidden collectibles hunters, the best strategy is to commit to a full sweep on the first run and skip the cleanup pass entirely.

The hidden rooms guide covers more detail on the carousel crawlspace and the lighthouse storage unit, both of which are easy to overlook because they require specific state changes (carousel collapse, Brass Key use) before the entrance becomes visible. Players who only skim the environment will miss both pickups on a first run.

Frequently Asked Questions

How many Silent Hill Townfall Arrival collectibles are there in total?

There are 15 Arrival pickups split across four categories: 6 notes and letters, 3 CRTV audio logs, 4 lore fragments, and 2 non-progression key items. Of these, 3 are confirmed missable on a first run and require a New Game+ cleanup pass if you want every pickup in a single playthrough.

What happens if I miss a document in Arrival?

Missing a document in Arrival does not lock you out of the plot, but it can lock you out of the Atonement ending, which requires 6 Arrival documents read in a single playthrough. Missing 1 document is recoverable by collecting all 5 remaining Arrival notes plus a specific Boardwalk file, while missing 2 or more documents forces a New Game+ cycle to re-trigger the Atonement counter.

Where is the Brass Key in Arrival?

The Brass Key is inside the capstan toolbox at the Dockside, directly across from the ferry terminal office. It unlocks the storage unit behind the Fog Pier lighthouse, which contains the Lighthouse Logbook. The key is non-progression, so it stays in your inventory across chapters and is required for the Best Ending route later in the game.

Do CRTV audio logs count toward the Atonement ending threshold?

No, CRTV audio logs are tracked separately from notes and letters. The Atonement ending counter reads only physical documents that go into Simon's journal. Audio logs unlock lore codex entries and can flag hidden pickups, but they do not count toward the 6-document threshold required for Atonement.

Can I replay the Arrival chapter without starting a new game?

Not directly, but the Arrival chapter is short enough that a full New Game+ cleanup pass takes roughly 20 minutes if you know the route. Community data on the Steam guides hub suggests that most players prefer the New Game+ cleanup pass over save-scumming individual pickups, because the chapter's missable triggers are tied to scripted events rather than RNG state.