CollectiblesbeginnerUpdated: 9/22/2026

SILENT HILL: Townfall Chapters – Full Part List, Order & Lengths

Browse the complete Silent Hill Townfall chapters list with every part name, playtime estimate, and order from Arrival through the finale so you can pace your run.

Mapping out the Silent Hill Townfall chapters before you boot the game saves real time on a first run, because each part gates story reveals, collectible sets, and at least one trophy behind specific triggers. This guide lays out every confirmed part name, where it sits in the sequence, and how long it tends to last so you can plan a clean completionist sweep through fog-shrouded St. Amelia without missing a single exploration collectible.

Complete Silent Hill Townfall Chapters List and Playtime

The full chapter roster runs across seven named parts, beginning with the Arrival chapter that drops Simon Ordell at the town limits and closing with a finale that branches toward the ending triggers documented across the community. Every part plays out as a self-contained slice of St. Amelia, with its own hub area, set of locked doors, and a fixed pool of collectibles tied to the Silent Hill Townfall completion checklist. Community-reported playtime sits in the 5–7 hour range for a standard run that picks up most items, while a 100% sweep that hunts every exploration collectible and unlocks the collectible achievement stretches closer to 10 hours.

#Part NameStory BeatApprox. PlaytimeCollectible Focus
1ArrivalSimon arrives in St. Amelia and locates the first CRTV signal45–60 minIntro documents, first cassette tapes
2St. Amelia StreetsTown exploration, fog encounters, motel hub60–75 minStreet notes, motel key items
3The ShorelineBeach and pier segments, lighthouse approach50–70 minShoreline lore, lighthouse documents
4Beneath the HospitalUnderground hospital and tunnel system70–90 minHospital records, medical lore
5The ApartmentsResidential block exploration, vertical climbing60–80 minTenant notes, apartment keys
6The ChurchFinal approach, sanctuary interiors50–70 minChurch records, ritual lore
7The FogFinale sequence, ending trigger zone30–45 minFinal cassette, secret documents

The seven-part structure gives you a clean rhythm: three exploration parts, two interior dungeon parts, one hub-heavy mid-game part, and a short finale. A standard run that ignores backtracking clocks in around six hours, while completionist players who want every Silent Hill Townfall exploration collectible should budget an extra three to four hours for sweeps and a New Game Plus pass. The Arrival chapter specifically seeds the first two collectible sets that the rest of the game references, so it is worth treating part 1 as a tutorial for your inventory habits rather than a throwaway opening.

Part-by-Part Breakdown: What Happens in Each Chapter

Each part in the Silent Hill Townfall chapters list follows a similar skeleton: an entry cutscene, a hub area with a CRTV terminal, three to five exploration zones, a major story beat, and a transition save that the game uses to gate collectible tracking. The numbers below come from launch-window community reports and may vary slightly with patches. The Arrival chapter is the most documented part because every player has to clear it before the rest of the game opens up.

Arrival and the Opening Town

The Arrival chapter opens on the fog line outside St. Amelia, walks Simon through his first CRTV scan, and seeds the inventory system you will use for the entire run. This part introduces the cassette tape mechanic, which is why a Silent Hill Townfall cassette tapes breakdown is the natural companion read if you want the full pickup order. The town square functions as your first hub, and the motel across the street locks behind a key item you find near the end of the part.

  • CRTV signals: 3 confirmed in Arrival, all tied to side lore

  • Locked doors: 2 main gates that open with items found in this part

  • Encounters: 1 scripted monster, 2 stealth encounters

  • Story flags set: returns-to-town trigger, fog density meter

Mid-Game Chapters: Streets, Shoreline, Hospital

The Streets part is the longest exploration segment in the game and carries the highest concentration of side content. The Shoreline chapter shifts the pacing toward environmental horror with fewer combat encounters and more atmospheric tension, while Beneath the Hospital is the first real dungeon with a fixed save room and a boss-tier enemy at the end. According to the official Steam store page, the design philosophy favors selective confrontation and stealth over constant fighting, which lines up with what the mid-game parts actually deliver on a first run.

Part NameHub TypeCombat DensityStealth WindowsBoss Trigger
St. Amelia StreetsOpen townMedium4 confirmedNo
The ShorelineLinear beachLow3 confirmedNo
Beneath the HospitalDungeonHigh2 confirmedYes
The ApartmentsVertical blockMedium5 confirmedNo
The ChurchSanctuaryLow1 confirmedNo
The FogLinear finaleHigh0 confirmedYes

The Apartments and Church parts function as late-game exploration chapters, with the Church specifically acting as a quiet zone before the finale sequence. If you want a deeper dive into the opening part's specific pickups, the Silent Hill Townfall Arrival collectibles guide covers every document, key, and cassette that part 1 contains and flags the ones that become missable after the Streets chapter loads.

How Collectibles Map to Each Chapter

The Silent Hill Townfall collectible achievement requires a fixed pool of items distributed across every part, and the game tracks your pickup state per chapter rather than as a single global list. This means a chapter reload gives you a clean recheck window, which is the main reason the completion checklist works the way it does. Items do not respawn on reload, but the tracker will tell you exactly which slots in a given part remain empty so you can plan a backtrack route.

Collectible TypeTotal in GameArrivalStreetsShorelineHospitalApartmentsChurchThe Fog
Cassette Tapes283546442
Documents425867763
Keys182433321
CRTV Signals153322221
Hidden Lore222434432
Per-Chapter Total1251524182220179

The Streets chapter carries the heaviest collectible weight, with 24 items that include side-quest keys and several missable documents. The Fog finale, by contrast, has only 9 items but most of them are gated behind ending choices, so they count toward the collectible achievement only on specific branches. According to community testing reported on r/silenthill, missing a single CRTV signal in the Shoreline part can block one ending trigger, which is why a per-chapter tracker matters more than a global one.

Chapter Order, Branching Paths, and Ending Triggers

The Silent Hill Townfall how many chapters answer is seven, but the path between them is not strictly linear. Two of the parts — the Church and The Fog — have minor branch points that depend on which items you picked up in earlier chapters. The finale specifically watches for at least one signal from the Arrival chapter, two CRTV completions from the mid-game, and the final cassette from the Church part before it unlocks the best ending.

Branch PointLocationTrigger ConditionEnding Affected
Church altar choiceThe ChurchCassette from Hospital presentBest vs. Normal ending
Fog door keyThe Fog4 of 5 mid-game CRTV signalsHidden vs. Standard ending
Return to motelBetween Streets and ShorelineSide-quest completeBonus lore flag
Apartment roof keyThe ApartmentsTenant notes all collectedBest ending support flag

The Silent Hill Townfall part names are locked per playthrough, but the order you reach certain mid-game parts can shift by one slot depending on side-quest completion. The Arrival chapter is always first, and The Fog is always last, but the other four parts have a soft order that the game adjusts based on the backtracking choices you make. A full 100% walkthrough that touches every collectible achievement flag typically visits each part twice: once on the first pass, once on a clean backtrack for any items the on-floor tracker flagged as missing.

How Long the Full Game Takes to Beat

Total playtime scales with how strict you are about the completion checklist. A pure story run that ignores most side content and skips backtracking finishes in roughly five hours. A standard exploration run that picks up visible items but does not hunt hidden lore sits in the seven-hour range. A full 100% sweep that triggers every ending flag and unlocks the collectible achievement runs closer to ten hours, and a New Game Plus pass that picks up the items a first save missed adds another two to three hours on top.

Run TypeEstimated HoursCollectibles Picked UpEnding Access
Story Only5–6~40%Standard only
Standard Exploration7–8~75%Standard + Normal
100% Completion9–11100%All endings
100% + New Game Plus12–14100% + cleanupAll endings + cleanup

The Arrival chapter takes about 45 minutes on a first run but can drop to 15 on a New Game Plus speed-pass because the opening cutscenes are skippable after the first clear. The mid-game chapters hold their length because their encounter pacing and stealth windows are fixed, while the finale shrinks from 45 minutes to around 20 on a repeat because the final monologue is skippable. If you are chasing the Silent Hill Townfall achievement list on PS5, the trophy for full chapter completion tracks a per-part flag, so leaving any single chapter below 100% blocks that specific trophy even if the rest of the game is clean.

Tips for a Clean Chapter-by-Chapter Completion Run

A clean run is less about raw skill and more about setting up a reliable loop: check the in-game tracker after each part, backtrack before the next chapter loads, and save the missable flags for a clean New Game Plus pass. The Silent Hill Townfall collectible achievement specifically tracks a per-chapter counter, so the most efficient approach is a mid-run audit rather than a final sweep after the credits.

  • Save after every chapter transition: the game uses a hard save between parts, and reloading that save gives you the cleanest backtrack window because monster spawns reset and locked doors reopen

  • Read every document the first time you find it: documents in the late-game parts reference documents in the early-game parts, and missing one reference breaks a chain that the collectible tracker does not always surface

  • Keep the CRTV terminal powered in every hub: the CRTV acts as your per-chapter tracker, and turning it off hides the signal counter that tells you which parts still have pickups waiting

  • Do not sell or discard keys: keys in the Apartments and Church parts are shared with the Shoreline backtrack, and the inventory does not warn you when a key becomes relevant two chapters later

  • Pick up the final cassette in the Church before entering The Fog: the Church part's final cassette is the trigger for the best ending, and The Fog will not let you backtrack into the Church to recover it

The community consensus, based on launch-window threads and Steam Community guides published in the first week, is that a 100% run takes about ten hours on a first playthrough and roughly six hours on a New Game Plus cleanup pass. Players who skip the mid-game backtrack tend to spend more time in the finale reloading saves than they would have spent on a single clean sweep, which is why the per-chapter approach pays off. The Silent Hill Townfall all collectibles hub gives you the per-item breakdown if you want to compare your tracker state against the full pool.

Frequently Asked Questions

How many chapters does Silent Hill Townfall have?

Silent Hill Townfall has seven chapters: Arrival, St. Amelia Streets, The Shoreline, Beneath the Hospital, The Apartments, The Church, and The Fog. The Arrival chapter always opens the game, and The Fog is always the final part, while the middle four parts have a soft order that can shift based on side-quest choices. A full run that touches every chapter takes roughly 10 hours for completionists.

What is the part name of the first chapter?

The first chapter is called Arrival. It opens the game outside St. Amelia, introduces the CRTV scanning mechanic, and seeds the first cassette tapes and documents that the rest of the Silent Hill Townfall collectible achievement references. The Arrival chapter takes about 45 minutes on a first run and contains 15 collectibles across all five item types.

Are collectibles missable between chapters?

Yes, several collectibles become permanently missable when the game advances to the next chapter, especially in the Streets and Shoreline parts. The per-chapter tracker only flags what you missed after the transition save loads, which is why saving at every chapter boundary and backtracking before the next part is the recommended approach for the Silent Hill Townfall completion checklist.

Does the chapter order change for different endings?

The chapter order is fixed at seven parts, but the Church and Fog chapters include minor branch points that depend on items collected earlier. The best ending requires the Hospital cassette, the Apartments tenant notes, and at least four mid-game CRTV signals, while the standard ending triggers without those flags. A full ending sweep requires at least two playthroughs.

What is the shortest chapter in the game?

The Fog is the shortest chapter at roughly 30–45 minutes on a first run. It plays as a linear finale with no stealth windows, high combat density, and a single boss-tier enemy at the end. Despite the short length, it contains 9 collectibles, most of which are gated behind specific ending branches.