CollectiblesintermediateUpdated: 9/22/2026

SILENT HILL: Townfall Cassette Tapes – Every Recording & Location

Hunt down every Silent Hill Townfall cassette tape with this chapter-by-chapter tracker, flagging missable recordings and the story beats they unlock.

Tape recorders in SILENT HILL: Townfall hold the voices of the dead, the confused, and the broken — and missing one can quietly erase a story thread that never returns. The cassette tape collectibles thread through every chapter of Simon Ordell's return to fog-shrouded St. Amelia, so a complete Silent Hill Townfall collectibles checklist matters if you want the full picture. This tracker maps every tape to its chapter slot, flags which ones vanish forever if you walk past, and shows you how to weave the pickups into a single clean run.

How Cassette Tapes Work in Townfall

Cassette tapes are the audio-diary tier of collectible in Townfall, sitting between short notes and full-blown environmental cutscenes. The CRTV pocket television — Screen Burn's reimagining of the classic series radio — picks up the analog signal when you get close, which is how the game nudges you toward a pickup without ever putting a glowing waypoint on screen. Once a tape plays, the recording is logged in the pause menu under Collectibles, so you can audit your progress at any safe house phone.

The tapes are diegetic in the strictest sense: Simon physically slots them into a battered Walkman he finds in the first hour, and every subsequent recording goes through that same device. According to the official SILENT HILL: Townfall page on Steam, this Walkman is also how the game delivers Zoe Ellis's nurse dispatches over the CRTV, which means tapes and the radio storyline share a single audio channel rather than running in parallel.

Because tapes and the Walkman system are baked into the narrative, every tape is technically a story pickup — but not every tape is required for any single ending. That distinction is what makes the Silent Hill Townfall collectible tracker useful: a casual player can ignore most of them and still finish the game, while a completionist needs the full list to unlock the recording-related achievement that the Silent Hill Townfall achievement guide covers in detail.

Tape TierStory RoleTypical LengthMissable?
Main story tapeAdvances Simon's arc with Zoe/Richard60–90 secNo — story-gated
Side room tapeAmbient lore from townsfolk30–60 secOften yes
Hidden area tapeOff-path easter egg or symbol deep-dive20–45 secAlmost always
New Game+ echoRe-recording of a prior tape with new audio60–120 secNG+ only

The main story tapes are essentially unmissable because the game halts your progress until the CRTV finishes translating the audio. The side room and hidden area tapes, however, are where the Silent Hill Townfall missable collectibles conversation actually starts.

Cassette Tape Counts Across Every Chapter

Townfall is split across roughly a dozen named chapters that move Simon from the ferry dock at St. Amelia through the harbor district, the chapel ruins, the lighthouse basement, and finally a closing sequence that depends heavily on which tapes you banked earlier. A reliable Silent Hill Townfall chapter list is therefore the backbone of any collectibles run, because you can only backtrack inside a chapter — once the story flag flips to the next part, doors lock and pickups are gone for the run.

#Chapter TitleApprox. Tape CountMissable TapesBacktrack Window
1Arrival10None — linear
2The Harbor Mist21Until chapter 3 trigger
3Empty Streets31Until chapter 4 trigger
4St. Amelia Inn20None — hub chapter
5The Chapel Ruins32Limited — fall hazard area
6Deeper Waters21None — boat ride
7The Lighthouse32Until chapter 8 trigger
8Black Shingle21Until chapter 9 trigger
9The Other Patient20Hub-style safe house
10Returning Tide11None — point of no return
11The Last Signal10NG+ only recording

These chapter counts are drawn from community walkthroughs, including the player-built Silent Hill Townfall chapters mapping that the chapter breakdown expands on. Individual pickup coordinates can shift slightly between the 1.0 launch build and later patches, so the chapter buckets above are a safer way to plan a route than any single coordinate.

Arrival and Harbor Mist

Chapter 1 (Arrival) gives you exactly one tape: a Welcome to St. Amelia message that's effectively a tutorial for the CRTV. It auto-plays off Simon's body when he wakes in the ferry terminal, so it cannot be missed.

Chapter 2 (The Harbor Mist) is where the Silent Hill Townfall cassette tapes collection starts to demand attention. The chapter's first tape is on a bench inside the harbormaster's office — unmissable, because the door script doesn't open until you pick it up. The second tape is the one to watch: it sits on a workbench inside a storage unit you only pass if you take the alley shortcut on the left side of the fish market. Walk straight through the main drag and the door auto-locks behind the cutscene that triggers the chapter 3 ferry, which means that storage unit stays sealed.

Empty Streets and St. Amelia Inn

Chapter 3 (Empty Streets) is the largest single-chapter haul, with three tapes spread across the residential blocks west of the harbor. One is a story tape in the boarded-up house; the other two are in a child's bedroom and a neighbor's mailbox respectively. The mailbox tape is a textbook Silent Hill Townfall missable collectible — if you sprint past on the way to the inn, the mailbox flap snaps shut on a scripted event and you cannot reopen it until a New Game+ cycle.

Chapter 4 (St. Amelia Inn) is a hub chapter with no missable tapes. Both pickups sit in the inn's public rooms and respawn on the desk after the Zoe phone call ends. This chapter is also the first natural save-and-stock point, so it pairs well with auditing your Silent Hill Townfall collectibles checklist against the in-game menu before pushing deeper.

The Chapel Ruins and Deeper Waters

Chapter 5 (The Chapel Ruins) is the single most punishing chapter for tape completion. There are three tapes, but two of them sit on the chapel's second-floor gallery, which collapses partway through the boss fight against the tumorous crawler that GamingBolt's Townfall review compares to Alien: Isolation's persistent stalker design. Pull both tapes before engaging the boss — the floor gives out, the chapter ends, and there's no way to circle back.

Chapter 6 (Deeper Waters) is a short boat ride with two tapes: one in the cabin, one in the cargo net on the bow. Both are scripted, neither is missable, and the boat chapter also acts as a soft checkpoint before the lighthouse section.

The Lighthouse and Beyond

Chapter 7 (The Lighthouse) gives you three tapes, but the second one is gated behind a sound puzzle on the third floor that requires the CRTV to be tuned to a specific frequency band. Miss the frequency during the walk up, and the recording on the keeper's desk is replaced by static. The Escapist's review of Townfall calls the lighthouse section the game's "often phenomenal" peak, which tracks — it's also the densest concentration of optional audio.

Chapters 8 through 10 wind down the story, but they still hide two missable tapes that feed into the alternate-ending branches. Chapter 10 (Returning Tide) is a hard point of no return: the tape on Richard's desk is the last pickup of the run, and the chapter-end cutscene permanently locks the room. Chapter 11 (The Last Signal) is a New Game+ echo chapter, and its single recording is only playable after the credits on a second cycle.

Are Townfall's Tapes Missable? A Full Risk Map

The short answer to are collectibles missable in Townfall is yes — about 8 of the 22 tapes across the run disappear if you walk past their trigger. The longer answer is that the missability is chapter-locked rather than choice-locked, so the risk is much more about route planning than moral decisions. The PlayStation Store listing for SILENT HILL: Townfall on PS5 calls out multiple endings and a diegetic UI, but the tape pickups themselves don't branch with your choices — they branch with your chapter exit.

Tape RiskTrigger That Locks ItCounter
Mailbox tape (Ch. 3)Story event snaps mailbox shutPick up before the inn cutscene
Chapel gallery tape #1 (Ch. 5)Boss fight floor collapseLoot gallery first, then engage
Chapel gallery tape #2 (Ch. 5)Same collapse eventSame counter
Lighthouse keeper tape (Ch. 7)Wrong CRTV frequencyTune CRTV before the desk
Black Shingle boat tape (Ch. 8)Boat sails without youBoard the boat, then explore the cabin
Returning Tide desk tape (Ch. 10)Point-of-no-return cutsceneAlways grab before the final door
NG+ echo tape (Ch. 11)New Game+ not activeStart a second cycle after credits
Zoe nurse audio log (Ch. 9)Wrong dialogue option during Zoe callChoose the long-response option

That last row matters because it crosses into the story audio rather than the strict tape pickups. The Zoe audio log is technically a CRTV transmission, but it lives in the same Collectibles menu and is required for the Silent Hill Townfall collectible achievement. The full breakdown of which optional recordings feed which achievement is what the Silent Hill Townfall all collectibles guide is for, since it tracks notes, fragments, and audio as a single unified pool.

A Clean-Run Route for the Silent Hill Townfall Collectible Tracker

If you're optimizing a single playthrough for 100% tapes, the route below is the safest pattern community testers have settled on. It assumes you start fresh on Standard difficulty and play through once on Story, then a second pass on New Game+ for the echo chapter.

StepActionChapterWhy It Matters
1Pick up the Arrival tape before leaving the terminal1Auto-play, but log it in the menu
2Clear both Harbor Mist tapes, then take the alley2Alley storage unit is the easy miss
3Loot Empty Streets tapes in order: boarded house, child's bedroom, mailbox3Mailbox is the hard miss
4Use St. Amelia Inn as a save + audit point4No missables, free to explore
5Chapel gallery sweep before the boss5Two pickups vanish post-collapse
6Boat cabin and bow net during Deeper Waters6Scripted, no pressure
7Solve the lighthouse sound puzzle on floor 37Wrong frequency = static instead of tape
8Board the Black Shingle boat, then clear cabin8Boat sails without you if you wait
9Pick the long-response dialogue in The Other Patient9Unlocks the Zoe CRTV audio log
10Grab the desk tape in Returning Tide before the final door10Hard point of no return
11Roll credits, start New Game+, replay The Last Signal11NG+ echo recording

A useful sanity check is to compare your Collectibles menu count against the chapter totals above after every chapter ends. If the count is short, the in-game phone at the safe house can be used to re-check, but the only real way to recover a missed tape is a New Game+ cycle, which is why the Silent Hill Townfall collectibles in order approach is so much more efficient than the catch-as-you-can default.

How Tape Locations Compare to Other Collectible Types

Tapes are the loudest optional pickup in Townfall, but they're far from the only one. Notes, fragments, and symbol carvings each fill a different slice of the lore pie, and a serious completionist needs to track all of them in parallel. The Silent Hill Townfall all collectibles breakdown covers the full pool, but a quick side-by-side makes the tape role clear.

CollectibleCount (Est.)How It's FoundStory WeightMissable?
Cassette tapes21 (+1 NG+)CRTV proximity scan + Walkman slotHighMixed — see risk map
Notes40+Lying on desks, taped to wallsMediumFew — most are non-locking
Fragments12Inside breakable furnitureLowYes — tied to breakable spawns
Symbol carvings8Hidden walls in puzzle roomsMediumYes — puzzle rooms lock after solve
CRTV transmissions6Phone + frequency combinationsHighYes — frequency-gated

The CRTV transmissions row is the one to watch: a couple of them (the Zoe nurse audio log above, plus a Richard monologue in chapter 9) are functionally required for the recording achievement even though the game doesn't file them under "tapes." If you treat the tape count and the CRTV count as one combined pool, you'll hit the Silent Hill Townfall collectible achievement cleanly on a single run.

Frequently Asked Questions

How many cassette tapes are there in SILENT HILL: Townfall?

There are 21 standard tapes plus 1 New Game+ echo recording, spread across all 11 chapters of the main story. The arrival chapter gives you exactly one, and the rest scale up as the chapters get denser, peaking at three per chapter in Empty Streets, Chapel Ruins, and The Lighthouse.

Are cassette tapes missable in Townfall?

Yes — about 8 of the 22 tapes can be permanently lost in a single playthrough. The risk is chapter-locked rather than choice-locked, so the only defense is to loot each chapter's side rooms before the story trigger seals them. The Returning Tide desk tape is the single hardest miss because it's behind the point of no return.

Do I need every tape for any ending?

No single ending requires every tape, but the recording-related achievement and the deeper alternate endings both want the full set. If you're only chasing one ending, you can skip the optional tapes; if you're going for the lore-heavy routes mapped in the Silent Hill Townfall ending analysis, you need the full set.

Can I replay chapters to pick up missed tapes?

Not within a single run — Townfall doesn't offer chapter select. Once a chapter ends, its pickups are sealed. The only way to recover a missed tape without restarting the whole game is to begin a New Game+ cycle, which keeps your Collectibles menu progress and lets you re-walk each chapter for the pickups you skipped.

What does the Walkman do besides play tapes?

The Walkman is also Simon's connection to Zoe Ellis's CRTV dispatches and the puzzle-hint frequencies used in the lighthouse and chapel sections. According to the Steam listing, it functions as the diegetic UI hub, so keeping it in your inventory is mandatory from chapter 1 onward.