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VERIFIED // 5 SETS · COUNTED6 MIN READ

Silent Hill Townfall All Collectibles

Updated 2026-10-11 · Category: Collectibles

ANSWER // DIRECT

Silent Hill: Townfall has five collectible types: documents, strange postcards, CRTV signals, phone numbers and resource containers. Each has its own trophy, and documents have two — one at 50% and a gold trophy for the full set, which makes them the largest collection in the game. All five sets are required for the platinum. The totals: 85 documents, 15 strange postcards, 18 CRTV signals, 13 phone numbers and 7 resource containers, each opened with its own Lockbox Key. Only the postcards carry over into New Game Plus, so plan the rest for one careful run.

Original illustration: An open cabinet of curiosities filled with blank paper bundles, cassette cases, small keys and a phone receiver, shelves lit from the side.
The collecting cabinetConcept art · Not a game screenshot

An imagined editorial scene, not an actual collectible, frequency, document or pickup location.

Silent Hill Townfall Wiki · AI-generated original illustration · Material statement

Every collectible type in the game

This list is drawn from the collectible trophies, recorded identically by two independent trophy databases. The full list runs to 37 trophies: 1 platinum, 5 gold, 9 silver and 22 bronze.

Documents are the only collectible with a gold trophy attached, which strongly suggests they are the most numerous and the biggest time sink in a completion run.

CollectibleTrophyGradeRequirement
DocumentsObservationSilverCollect 50% of all documents
DocumentsThorough InspectionGoldCollect all of the documents
Strange postcardsBlur Your EyesSilverCollect all of the strange postcards
CRTV signalsSweeping SignalsSilverTune into all signals on the CRTV
Phone numbersCold CallingSilverCall all the phone numbers found in St. Amelia
Resource containersResourcefulBronzeUnlock all resource containers

Collecting is tied into progression

These are not decorative extras. Tuning a CRTV signal unlocks narrative logs and the key clue for a puzzle, and scattered documents are where puzzle codes come from.

Resource containers are the clearest case: with scarce ammunition and melee weapons that break, unlocking containers is a survival mechanic that happens to carry a trophy.

So a thorough run is also an easier run. Skipping collectibles makes both the puzzles and the fights harder.

Original illustration: An unbranded reel-to-reel recorder connected by one cord to a softly glowing desk lamp, isolated in a shadowed utilitarian room, original objects and arrangement.
Clues in the currentConcept art · Not a game screenshot

An imagined editorial scene, not an actual collectible, frequency, document or pickup location.

Silent Hill Townfall Wiki · AI-generated original illustration · Material statement

How collecting actually plays

Exploration is the core of the game, and enemies patrol the spaces you need to search. The practical method is searching in short bursts between patrol passes rather than sweeping a room in one go.

The CRTV helps here directly: it shows enemy positions through walls and fog, and hums with a direction cue. Sweep with it before you commit to a room.

Hiding spots — closets, sheds, half-open doors — double as safe places to tune and observe, so a search loop and a stealth loop are the same loop.

The two document trophies

Observation asks for 50% of all documents, and Thorough Inspection asks for all of them. The 50% milestone is a useful progress check: if it fires late in your run, you are behind on searching.

Because documents also carry puzzle clues, missing them has a compounding cost — you may find yourself blocked on a lock whose code you walked past.

What the collectibles are for, narratively

Konami's own framing emphasises atmosphere and history: exploration is how the town's past comes out. Documents, postcards and signals are the three narrative sets that carry that story.

That is also why they are spread across both the real town and its Otherworld counterparts rather than concentrated in optional side areas.

Planning a 100% run

  • Treat run one as your collection run: search thoroughly, take whichever main ending you land
  • Sweep each new area with the CRTV on arrival, before disturbing patrols
  • Read and log every document — they are the largest set and they feed the puzzles
  • Dial phone numbers as you find them rather than banking them for later
  • Open every resource container you pass; it helps you survive as well as completing the set

How many of each collectible there are

Counts follow PowerPyx's collectible guides. Postcards can only be picked up as Simon, so none are in Part 5, and each Lockbox Key opens the container in the same area, so the keys and containers come in seven pairs.

There is no chapter select. Areas close behind you, which makes every set missable within a run. Strange Postcards are the only thing New Game Plus carries over; documents, signals, numbers and containers have to be found again on the run you are counting.

The walkthrough lists every collectible in route order

SetTotalTrophyFull location list
Documents85Observation (50%), Thorough Inspection (all)Document locations
Strange postcards15Blur Your EyesAll 15 postcards
CRTV signals18Sweeping SignalsCRTV signal locations
Phone numbers13Cold CallingAll 13 numbers
Resource containers7ResourcefulAll 7 lockbox keys

Which set is the biggest job

Documents, without much doubt. They are the only collectible type with a gold trophy, and across a list with just five golds that placement is meaningful.

They also carry the heaviest consequence for being skipped, since puzzle codes live in them. A missed document can be a blocked puzzle rather than just an empty slot in a menu.

The other sets are much smaller: 18 signals, 15 postcards, 13 numbers and only 7 containers, whose trophy, Resourceful, is a bronze.

Resource containers are not really collectibles

Resourceful asks you to unlock all resource containers, which reads like a completion chore but functions as a survival mechanic.

Ammunition is scarce and melee weapons break, so containers are where the game replenishes what the game takes away. Skipping them makes every later encounter harder.

In other words, this is the one collectible trophy that pays you back during the run rather than at the end of it.

A collection routine that works

  • Sweep each new area with the CRTV before searching anything
  • Search from cover outward, using hiding spots as rest points
  • Move patrols with a thrown bottle or a world radio when a room needs real time
  • Read documents on sight — the code you need may be in the one you skip
  • Dial numbers immediately rather than banking a list
  • Open every container, even when you are not short on supplies

How collecting interacts with the endings

Endings in Townfall are decided by behaviour, and thoroughness of investigation is one of the factors the director has named explicitly.

That means a full collection run is not neutral. Searching everything is itself an input into which ending you receive, which is worth knowing before you plan a run around both goals.

It is not a reason to skip collecting — all five endings are required for the platinum anyway — but it does mean your collection run may reliably produce a particular kind of ending.

Silent Hill Townfall FAQ

How many collectible types are in Silent Hill Townfall?

Five: documents, strange postcards, CRTV signals, phone numbers and resource containers.

How many of each are there?

85 documents, 15 strange postcards, 18 CRTV signals, 13 phone numbers and 7 resource containers.

Are collectibles required for the platinum?

Yes. All six collectible trophies are needed, alongside New Game Plus, all five endings and a sub-four-hour run.

Can collectibles be missed?

Yes, within a run: there is no chapter select and areas close behind you. Only Strange Postcards carry over into New Game Plus.

Sources

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