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Silent Hill: Townfall: every collectible by chapter, with the counts

Documents and Clues, Strange Postcards, CRTV Signals and Phone Numbers in Silent Hill: Townfall, chapter by chapter with the count for each so you know when to stop sweeping. The count changes every chapter, and the CRTV is not only a collectible.

15/10/2026 · 3 min read

Townfall has four collectible sets and it runs them across seventeen chapters. The count changes chapter to chapter, so the usual way to lose an hour is to sweep a chapter for a second CRTV signal that was never there.

This is the chapter by chapter count, taken from our own guides for each one.

The checklist

Chapter Documents and Clues Strange Postcards CRTV Signals Phone Numbers
1 4 3
2 3 2
3 8 covered 1
4 11 4 2
5 3
6 3 2 2
7 5 covered
8 covered 3 1
9 2 covered covered
10 covered 4 6 3
11 covered 1
12 5
13 6
14 3 covered covered
15 covered covered
17 covered

"Covered" means we have the guide for it and the video carries the count on screen rather than in its title. The numbers above are only the ones stated outright, because a collectible count you half remember is worse than no count at all.

Chapter 4 is the heaviest chapter in the game: eleven Documents and Clues, four Strange Postcards and two CRTV Signals in one chapter. Chapter 10 is the other big one, and it holds six CRTV Signals, more than any other chapter by a wide margin.

The CRTV is not only a collectible

This is the thing worth knowing before anything else. Tuning the CRTV is how Townfall hands out its puzzle answers. The pharmacy code comes off it. The chapter 2 wheel combination starts with it.

So take the signal as you pass it rather than leaving it for a clean-up run, because the puzzle two rooms later is expecting you to have watched it.

Documents and Clues double as puzzle items

Some of these are not only collection fodder. The Organ Transplant Card in chapter 3 is collectible 03 of 08 and it is also what opens the organ transplant box. The Room Service Card in chapter 2 is one of that chapter's Documents and Clues and it carries part of the wheel combination.

Reading what you pick up is worth the time in this game, because the answer to the next lock is usually already in your inventory.

Phone Numbers

Phone numbers appear in chapters 1, 2, 5, 7 and 10. Three in chapter 1, two in chapter 2, three in chapter 5 and three in chapter 10.

If you are going for an ending

Three of the things you need for the two New Game Plus endings are not on this list and they are available from chapter 1. Start banking them early, because both endings run the whole length of a run. That guide is on the game's page.

Every count here comes from our own run. The route to each pickup is in the video for that chapter, because a location is the part a written list cannot hand over honestly.