Silent Hill: Townfall 100% Walkthrough
Last updated: 2026-09-22 · 12 min read
Townfall is six parts, seventeen chapters and 138 main collectibles, with no chapter select and no free roam. That single constraint shapes everything below: you cannot come back for what you walked past, so the walkthrough is written in the order you actually move, with the pickups and the codes attached to the step that takes you past them. Read this page first, then start at Part 1.
If you want the short version: play Part 1 through Part 4 collecting everything you see, then make a manual save at the end of Part 4, Chapter 10. That save is what lets you split into multiple endings later without a third full run. A full run with all collectibles takes about 8 hours; a story-only run can be done in under 2, which matters because one trophy asks you to finish in under 4.
The Run Order
The game is a single continuous route rather than a hub with optional branches, so the "order" is simply the story order. What you control is how you move through each area: whether you sweep the explorable town sections before triggering the next story beat, and whether you keep or skip the optional pickups.
The structure is fixed and worth knowing up front:
| Part | Chapters | What it covers |
|---|---|---|
| Part 1: Arrival | 1–4 | The CRTV, Shorefront District, the family clinic, Zoe's house |
| Part 2: Zoe | 5–6 | Zoe's rounds, community gardens, Mr. Stewart's house, the Medical Centre approach |
| Part 3: The Patient | 7–8 | Inside the Medical Centre, the Otherworld shift |
| Part 4: Clara Woods | 9–11 | Clara Woods, the CEG estate, lockers and barcode puzzles, the ending save point |
| Part 5: Richard | 12–13 | Richard's section and the lead-in to the endgame |
| Part 6: Simon | 14–17 | CEG HQ, SWDP, the final save points and the ending branches |
Six parts, seventeen sub-chapters, and no way to return to a completed area without reloading a save. The practical consequence is that a collectible sweep has to happen on the way through, not afterwards.
All 138 Collectibles
There are 138 main collectibles and they are not one uniform list. Five categories behave differently, and only one of them affects your ending — which is the single most useful thing to understand before you start sweeping rooms.
| Category | Count | Feeds your ending? | Notes |
|---|---|---|---|
| Clues & Documents | 85 | Yes | These are your "Discoveries" statistic. They are weighed against your kill count to decide which of the three main endings you get. |
| CRTV Signals | 18 | No | Tuned deliberately on the CRTV. Counted across playthroughs, so one run is enough. |
| Strange Postcards | 15 | No | Found only while playing as Simon. Progress carries into New Game Plus, and they do not respawn there. |
| Phone Numbers | 13 | No | Usually must be called at the point you learn them, as the character who learns them. |
| Resource Containers | 7 | No | Locked crates containing supplies and ammunition. Each needs a key or lockbox key. |
The important consequence: you only have to collect the non-Document categories once, ever, because their progress is tracked between playthroughs. Clues and Documents are the opposite — they are re-collected on each run and each run's tally decides that run's ending. So the efficient pattern is a heavy first run for everything, then a lean second run for Documents and kills only.
Clues and Documents are text pickups, and the game tracks them silently. There is no in-game counter for how many you have found versus how many exist, and the stats screen only shows you the total at the end. If you care about which ending you get, keep your own count — the part walkthroughs below give the per-part totals to check against.

FIG. 01 — Clues and Documents are the only collectible category that feeds the ending calculation.
Puzzles and Codes
Every puzzle in Townfall is gated behind a clue you must physically pick up first. The game generally will not let you skip a puzzle step even if you already know the answer — you still need the associated collectible before the interface will accept your input. That is why the part walkthroughs list the clue alongside the solution rather than just handing you the number.
Puzzles fall into a few recognisable shapes: numeric lockers and safes, barcode-derived locker PINs, CRTV frequency tuning, and sequence puzzles on keypads or panels. The most common mistake is attempting a code before collecting the document that unlocks it, then assuming the code is wrong.
Several puzzles require you to physically tune the CRTV to a specific frequency before the relevant information becomes available, and some codes are broadcast rather than written down. If a safe code is not in any document you have found, the answer is usually a signal you have not tuned yet.
Missable Windows
Because areas close behind you permanently, "missable" in Townfall means almost everything. The windows that actually cost players a run are narrower than that general rule though, and they are worth knowing explicitly:
- Exploration sections close when you trigger the next story beat. In each town area, sweep and pick up before you interact with the objective that advances the chapter.
- Zoe's healing window. One trophy requires completing Zoe's chapter without using a healing item. This fails silently — you will only find out when the trophy does not appear.
- No-manual-save run. Another trophy requires a full playthrough without manually saving after the first required save. Autosaves do not break it; calling the save number at a phone does.
- The 4-hour speedrun. Very lenient — a story-only run is under 2 hours — but the timer keeps running in menus and cutscenes, so pause if you need to check a guide.
- New Game Plus collectibles. The items for the two NG+ endings only exist in NG+, and one of the two ending routes skips the final boss entirely, which is why the reload order in the endings guide matters.
All of this is why the recommended approach is to accept two playthroughs as the plan, and use manual saves to turn the second one into four endings rather than trying to get everything on one pass. The full routing lives on the endings page; the trophy guide layers the trophy conditions on top.
Setting Up Your Ending
Your ending is decided by one comparison: how many Clues and Documents you picked up (your Discoveries) against how many enemies you killed. Nothing else feeds into it — not the other collectible categories, not time played, not healing items, and not dialogue choices. The three main endings come from three bands of that ratio, and the two New Game Plus endings override them entirely.
The practical setup for a first run is therefore simple: collect every Document and Clue you can find, and do not go out of your way to kill things. That lands you in the upper band. If you want a different main ending, the endings guide explains exactly how much killing you need to do from which save point, using the Part 4 save as the branch point.
Trophy Planning
The platinum is rated around 4/10 and estimated at 15–25 hours, with a minimum of two full playthroughs plus some partial reloads. Two things make it much cheaper than it looks: cumulative trophies (combat and stealth counters) carry between playthroughs, and the speedrun requirement is generous enough to be folded into a run you were doing anyway.
The genuinely dangerous part is the 17 missable trophies, caused by the lack of chapter select. The trophy guide lists them with the point at which each one becomes unrecoverable, so you can decide before starting whether to chase them on run one or leave them for the reload pass.
The Six Parts
Each part page follows the same shape: the chapter range, what to collect before the area closes, the puzzle solutions in route order, and the trophies or ending conditions that touch that section.





