Silent Hill: Townfall All 18 CRTV Signal Locations
The CRTV is Simon's portable device, and it is used for much more than tracking monsters. It can pick up hidden signals, short video transmissions that expand on the story of St. Amelia, show fragments of other people's memories, and hint at events still to come. There are 18 CRTV Signals hidden throughout Silent Hill: Townfall. Watching all of them unlocks the Sweeping Signals trophy. In this guide, we'll show you where to find every signal and how to tune the device correctly.
What You Need to Know About CRTV Signals
CRTV Signals can only be collected while playing as Simon, since Zoe and Richard do not have the device. There are also no signals in Part 5. Progress carries over between playthroughs, so you won't need to find signals you've already collected again. Some signals are picked up simply by tuning to the correct frequency. Take out the CRTV in the right area, slowly adjust the frequency, and watch the indicator on the scale.
Other signals are tied to physical radios. After interacting with one, you need to level the CRTV until the colored bands stop moving across the screen, then use the D-pad to match each color with the corresponding frame. On PS5, the device tilt is controlled by DualSense motion controls by default. If you find that uncomfortable, disable Enable CRTV Motion Sensor Controls in the settings. After that, the right stick will control the tilt.
Part 1
Hotel
The first two signals can be picked up during the same visit to the hotel room, shortly after Simon reaches A Different Place for the first time and obtains the CRTV. The room is lit by a dim red glow and a bedside lamp, which makes it easy to forget that the airwaves are worth checking too. Tune slowly: one signal is just below 50 on the frequency scale, while the second is slightly above 60. Hold the tuning control, wait until the indicator settles precisely inside the reception window, then confirm the signal.
Town Square
Next, at the beginning of the following chapter in Shorefront District — South, tune the CRTV to around 45 immediately after gaining control. The signal can be picked up within the first few steps of the chapter, before any side routes open up or you get the opportunity to leave the main path, so it is almost impossible to miss if you check the CRTV even once in this area.
The fourth signal is nearby, just as Simon approaches the Town Square but before actually reaching it. The frequency is around 17, and you should tune into it on the way there. If you progress further through the story first and then return, the reception window may no longer behave as intended, so it's safer to check the CRTV as you approach.
Pharmacy
The fifth signal works differently. Instead of being found through normal frequency tuning, it is tied to a physical radio sitting on a table in the Pharmacy back room. The Pharmacy is in the southern part of the district, and its entrance is easy to recognize by the registered license number sign and the opening hours notice attached to the front window.
Approach the radio and interact with it to start a short CRTV puzzle. Use the right stick to tilt the device until the moving colored bands stop, then use the D-pad to adjust the colors until every square on the screen matches the corresponding frame.
Part 2
Clinic
After the section where you play as Zoe and control returns to Simon, the next two signals become available. The first can be picked up immediately after leaving the Clinic. Tune to around 63 just a few steps from the entrance, before moving too far into the street.
Streets
The second signal in this part is once again tied to a physical radio, this time inside an apartment south of the Medical Centre. Go up to the second floor and find the table with the radio. The same tuning mini-game from the Pharmacy applies here: level the CRTV by adjusting its tilt, then match the colors with the corresponding frames. The room itself is much tighter, with the CRTV practically wedged between the bed and the wall while you tune it.
Part 3
Medical Centre — Different
Part 3 contains only one signal, but reaching it takes more effort than most of the others. While playing as Simon, first squeeze through the narrow gap required to continue the story. Beyond it, inside the distorted version of the Medical Centre, you'll find another radio sitting on a table. You need to complete the same manual alignment puzzle before the signal counts as collected.
Part 4
This part contains seven signals, more than any other section of the game. Most are tied either to exploring the Clara Woods Estate map or to physical radios placed inside houses and CEG service areas.
Store
The ninth signal can be found inside the store before you pass the sign where the Clara Woods map is collected. A radio sits on a table among the merchandise. It uses the same familiar tuning mechanic: level the CRTV first, then match the colors to their frames.
Clara Woods Estate, Ground Level
The tenth signal is tied to the Strange Gate at the end of Atlas Way, one of the most distinctive and unsettling landmarks in the entire estate. Approach the metal pipe structure and interact with it. Afterward, the CRTV channel at around 62 will become available automatically, with no additional radio puzzle required.
Clara Woods Estate, Ground Level
The eleventh signal unlocks in a similar way, this time inside the building to the left of CEG Staff Parking. As soon as Simon enters the building, the channel at around 67 becomes available automatically, allowing you to tune into it almost immediately before you have even had time to explore the room.
5 South Brae
The twelfth signal is inside 5 South Brae. Once inside, turn right into the living room and find the radio to the left of the TV. You once again need to manually align the signal by adjusting the CRTV tilt and matching the colors. The room is fairly dim, so you'll mostly have to rely on the contrast on the CRTV screen.
CEG Staff Locker Room
The thirteenth signal becomes available immediately after you collect the items from Locker 17 in the CEG staff locker room, among the long rows of identical blue lockers. The channel at around 59 appears automatically. Simply adjust the frequency to tune into it, with no additional puzzle required.
Upper Brae House
The fourteenth signal is tied to the house on Upper Brae. After solving the tape puzzle and heading toward the same white door that leads into the next section, tune the CRTV to around 29 before moving too far away from the doorway.
After the Story Puzzle
The fifteenth and final signal in this part only becomes available after collecting all three mechanical parts required to progress through the main story. Once you have them, the channel at around 65 unlocks automatically. You can conveniently tune into it in the same room where you obtained the parts without moving elsewhere in search of better reception.
Part 6
CEG HQ — Different
The sixteenth signal is found in the distorted version of CEG HQ, inside the main room containing the pillar puzzle, one of the more confusing spatial puzzles in the later part of the game. As soon as you enter, look at the desk on the right beside the clue. A radio is sitting there and requires the familiar manual tuning process using tilt and color matching, only in a much darker setting than the previous radios.
Sewers
The seventeenth signal is hidden a little farther ahead, in the pipes you crawl through after completing the pillar puzzle. Instead of immediately climbing down the ladder, check the room on the left. Another radio is installed directly inside the pipe, and interacting with it starts the same CRTV alignment puzzle.
The eighteenth and final signal is located later in SWDP — Different. After using the JOE Key to open the way forward and squeezing through the narrow gap in the wall, approach the bed. A radio is sitting on it, to the left of where an important main-story document was previously located. Like most late-game signals, this one also requires manual alignment using the CRTV tilt and D-pad color controls.
Once you've collected all 18 signals, check your trophy list. Sweeping Signals should unlock immediately after tuning into the final one, with no additional confirmation or return to the menu required.
None of these signals directly affects story progression, unlocks secret endings, or rewards you with bonus items. Together, however, they form a separate and deeply unsettling layer of St. Amelia's story that you could easily miss during a first playthrough.
That's what makes collecting CRTV Signals one of Townfall's most atmospheric side activities. It offers no direct gameplay reward, but provides plenty of the lingering unease that has defined the series for nearly thirty years.
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