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Silent Hill: Townfall Postcard Guide: All 15 Locations and Blur Your Eyes

A story-order guide to all 15 reported Strange Postcard locations in Silent Hill: Townfall, with the Blur Your Eyes requirement and notes on carryover and ending clues.
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Independent walkthroughs list 15 Strange Postcards in Silent Hill: Townfall; collecting the full set reportedly unlocks the Blur Your Eyes achievement. The cards are found in Simon sections in Parts 1–4 and 6, with none reported in Part 5. Use this story-order route, and check your Documents inventory to see which card numbers you have already recorded.

All Strange Postcard locations, in story order

The locations and access cues below are reported by independent walkthroughs, not official game documentation. Follow the route while playing as Simon; guides say postcards do not appear in sections played as other characters, even when those sections fall under a Part that contains collectibles elsewhere. PowerPyx, Townfall Guide and NerdsChalk broadly agree on the 15-card route.

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Part 1

  1. Shorefront District South, Chapter 3: Enter VIDEO STAR west of Town Square. The postcard is on the counter.
  2. St. Amelia Park: Enter from the south, turn left into the alley behind building 3, and look beside the dumpster.
  3. Farrow Street: At the western dead end, check the wall.
  4. Apartment building south of building 14: Go upstairs into apartment 1/2 and look in the child’s bedroom near the bed.

Part 2

  1. The Wynds: Check at the bottom of the alley stairs.
  2. Medical Centre apartments: Search the shed in the back garden.

Part 3

  1. Altered Medical Centre, X-Ray room: The walkthroughs give the room code as 7103. After entering, check the counter.
  2. Ward W, Room 06: Use the reported Master Key access, then check the table.
  3. P Area, Room 08: Look in the wall-mounted medical cabinet.

Part 4

  1. Clara Woods, road fork: Take the right branch beyond the corpse-lined road and search the shed.
  2. Clara Woods Estate: Check the dresser in an upstairs bedroom.
  3. Opposite Atlas Computers: Look on the table behind the shop’s display glass.
  4. Overpass: At the dead end, check beside the metal cart.
  5. 5 Upper Brae: Reach the shed in the reported Tape: Tomorrow state; the route also notes a Back Door Key. Check the shed table.

Part 5

The walkthroughs report no Strange Postcards in Part 5.

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Part 6

  1. Altered CEG HQ pipe route: In the later pipe sequence, turn right at the first branch, then left at the four-way junction. Check the dead end.

How to get Blur Your Eyes

Find all 15 Strange Postcards. PowerPyx and Townfall Guide identify the complete set as the requirement for Blur Your Eyes; the collectible guides describe the individual cards as missable during a route, but say progress carries between playthroughs. Cards reportedly remain in the Documents inventory when you start another playthrough, so a missed pickup can be collected on a later run. PowerPyx’s trophy guide also lists the achievement in its roadmap.

#1 Best Overall
SILENT HILL: townfall | DAY ONE EDITION - PlayStation 5
  • Experienced entirely in first person, explore, evade, and survive using a limited set of weapons and tools, including a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged.
  • SILENT HILL: Townfall is a full-length, self-contained psychological horror set against the cold, isolated backdrop of Scotland, 1996

Do Strange Postcards affect the ending?

PowerPyx describes the postcards as hints toward the Sci-fi ending, but says the full set is not required to trigger that ending. NerdsChalk separately notes that their symbols are relevant to a New Game Plus hotel-door puzzle. These are distinct uses: the guides connect the collection to clues and a puzzle, while the achievement condition is collecting all 15 cards.

Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Support on Ko-Fi

What is confirmed about the route

The count, locations, Simon restriction, carryover behavior and achievement condition are guide-reported details. The walkthroughs reviewed agree broadly, but no official Konami or platform-holder source is cited for these gameplay details. Treat access cues such as the code, keys and route-state requirement as walkthrough instructions rather than official documentation.

Rank #4
Hasbro Gaming Avalon Hill Betrayal at The House on The Hill Second Edition Cooperative Board Game, Ages 12 and Up, 3-6 Players, 50 Chilling Scenarios
  • RE-PLAYABLE NARRATIVE BOARD GAME: Tile by tile, terror by terror, build their own haunted mansion and then try to escape it alive. The game is for 3-6 players and takes about 60 minutes to play
  • MODULAR BOARD PIECES: The Betrayal at House on the Hill tabletop game features 50 blood-curdling scenarios. Each trip to the house promises fresh horrors and a new story is created every time you play
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  • IMMERSIVE NARRATIVE: Get ready for an unpredictable and thrilling exploration of the haunted house. Encounter witches, dragons, zombies, and other spooky and bizarre B-movie horror clichés
Rank #3
Silent Hill Townfall - Day One Edition - PS5
  • Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
  • When Simon Ordell is called back to the island of St. Amelia to "put things in order", he meets a city lying quietly in dense fog, seemingly abandoned, yet anything but dormant
  • After venturing further to understand his connection to this place and its inhabitants, he gradually discovers fragments of the past rising to the surface
  • Simon must explore, evade and survive from a first-person perspective. It uses a limited arsenal of weapons and tools, including the CRTV: a portable TV to receive unstable signals
  • The dodging is tension, the battles are hectic and the story-based puzzles reveal a truth that does not want to remain hidden
Rank #2
Silent Hill Townfall - Day One Edition - PS5
  • Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
  • Returning to an island town to ‘put things right’, Simon Ordell descends into a world of tense evasion, explosive confrontations, and mind-bending puzzles that slowly surface the truth of St. Amelia
  • Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest
  • Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface
  • Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged

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