Before you choose a checkpoint
Match the Part name and objective, rather than a guide’s running chapter number. Different walkthroughs split the same six Parts into smaller numbered sections. The chapter reference explains that difference.
Townfall separates combat difficulty—Story, Normal and Nightmare—from the Hinted or Normal puzzle setting. IGN documents changing these settings during play. Hinted highlights useful items and clues; it does not replace collecting them. The supplied progression guide specifically warns that knowing a code usually will not let you bypass its associated clue items.
At the opening Town Square telephone, inspect the local-services flyer. 100 saves the game; 900 is emergency services and 010 is the operator. When a later puzzle gives you a useful object, look for the changed door, new signal or scene before searching the same room again.
Part 1: Arrival — reach the clinic’s scales
The route starts at Shorefront District South. After the opening telephone sequence, the CRTV and room-service clues lead to the hotel door: 18 / January / 1996. Take the Room 204 Key from the bathroom counter once the door opens.
In Zoe’s house, assemble the flashlight using the batteries upstairs. Collect the Organ Transplant Card from the upstairs bathroom and read the power-card instructions in the crawlspace beside the stairs. The prepaid card comes from the cash register at Peters Newsagent. Return to the meter, apply its credit, then switch the power on so you can read the computer email.
Open the organ transport box with 956 on the left and 133 on the right, after reading its clues. The resulting Zoe’s Lanyard opens Shorefront Family Clinic. Inside Zoe’s office, collect the Scalpel; use it on the pharmacy door.
Your next three items all return to the clinic’s scales:
| Item | Where the route takes you | Scale position |
|---|---|---|
| Prescription Dosage Error Note | Pharmacy locker: 6539 | Middle |
| Broken Stethoscope | Jess’s bedroom at 21 Farrow Street | Left |
| Zoe’s Lanyard | Organ transport box in Zoe’s house | Right |
To reach Jess’s, collect the 21 Farrow St. – Back Door Key from apartment 1/2 in the building south of map label 14. Use the rear entrance. Once the scales accept all three objects, the story moves to Zoe’s rounds.
Part 2: Zoe — open the way to Medical
At the Community Gardens shed, the year on Jane Chalmers’s flower bed is 1993. Open the shed, collect its key and unlock the garden gate.
Mr. Stewart’s house turns this route into an escape. After the creature appears, the key is beside the bath; take it and unlock the back door where you entered. Avoid treating this as a required shooting encounter.
Outside Medical, read the Medical Security Note on the booth window. Call 496 0556 from the telephone down the street and select 3 → 2 → 2 → 1. Enter the rear garage, then press the office button to open the gates.
When control returns to Simon, accept the pistol offered in the Town Square box by choosing Yes. This triggers the change needed to continue. Use the Scalpel on the Flemington Street door and follow the route toward Medical. See Zoe’s profile and rounds if you need to distinguish her section from Simon’s journey.
Part 3: The Patient — treatment, then blood bags
As Zoe, take the Surgery map and use the monitor readings when answering the intercom. The blood-pressure choices are approximately 70 systolic / 40 diastolic, pulse around 160, and oxygen saturation 80%. The readings fluctuate: identify the monitor and nearest offered reading rather than waiting for a static number.
The pager gives the Surgery door code 7103. At X-Ray, align the skull and use Skull / kV 3 / mA 7 / Time 1; then align the chest and use Chest / kV 7 / mA 3 / Time 1.2. Print both images and place them beside the intercom.
Collect Tensobromide in Victoria Ward’s ground-floor Pharmacy Store, Dextracyclate in Chapman Ward’s first-floor Bay 6, and Hydroxalene in the ground-floor Records Room. The Records Room code is 2605. Back in Surgery, the 88 kg column of the dosage table gives rates 15, 7 and 8, respectively for Dextracyclate, Hydroxalene and Tensobromide. Set each rate, confirm and ready its pump before starting treatment.
After calling 5353 from reception, obtain the intubation kit from basement Storage, through the locker gap. During intubation, find the red highlighted positions in order: right, lower left, top, then use the displayed insert control. These are treatment tasks where mistakes can damage Zoe.
Simon’s following section, Many Into One, is a different Medical Center. The blood puzzle route covers the five bags, two ward releases and the final donor dial. Finish it, then use the Room 204 Key at the corridor door to move on.
Part 4: Clara Woods — build the gate device
Take the estate map from the Clara Woods sign. This Part repeatedly brings you back to the CEG Employee Lockers, where barcode cards reveal locker PINs.
Start with Lost and Found: 772 in the rear office. Its key opens 5 South Brae. Scan the card on the office counter for locker 75: 184, which supplies the Flare Gun.
At 5 South Brae, the upstairs bedroom contains the Disk Case Key. Use it to collect the grouped disks in the computer room and the Fix-A-Disk! software at Atlas Computers. On the house computer, start the repair program, remove it while the scan prompt remains open, repair disk 2, then load disks 1 → 2 → 3 into RAM. Switch on the printer and print MANUAL.EML. Its part number opens the nearby safe with 956, yielding the card for locker 17: 575. That locker provides Boltcutters and a mechanical part.
Use the cutters to reach North Brae. At 6 North Brae, inspect the Lamenting Poem and paintings; 736 opens the safe containing the card for locker 204: 971.
The 5 Upper Brae branch uses the tape player to change the house. Collect Today, Yesterday and Tomorrow, and read the code notes in their applicable times. In Tomorrow, collect Do Not Play; playing it reveals the Back Door Key. Switch to Today to leave by that door and collect the Ammonite Disk, then read its Current Count file in Yesterday. Return to Today and open the safe with 129. The resulting card opens locker 94: 490.
Collect the mechanical parts from lockers 17, 204 and 94. Combine the two discs first, then the cylinder, and insert the device into the Strange Gate’s pipe structure. The locker directory keeps each PIN attached to its actual locker.
Inside CEG HQ, take the lobby map. Security opens with 4895. At its Employee Database, enter 00007820518, switch on the printer and print the access card that lets you use the elevator.
Part 5: Richard — repair the projector
Outside CEG HQ, the small booth left of the entrance opens the gate. Find the Generator Key in the Managers Office. At the generator’s rear, leave the left and middle levers vertical and set the right lever diagonally; insert the key at the front and pull the red lever. The elevator can now carry you inside.
Reach the fifth-floor Boardroom and take the Level 3/4 Access Card after the scene. Use it for third-floor Public Relations, then go upstairs into fourth-floor Media. A key beside a body opens the Media Storeroom, whose General Storage cabinet holds the Projector Bulb. Back on the third floor, Finance requires the card and 2709; the CFO’s drawer contains the Projector Lens.
Fit the bulb before the lens at the Boardroom projector. Switching it on reveals the Maintenance Key. Use it to reach the Mezzanine Meeting Room and collect the slides. Their order follows the agenda:
- Recent Headlines — D, triangle and newspaper.
- External Demonstrations — F, hexagon and protest signs.
- Company Hierarchy — B, star and hierarchy chart.
- Financial Projects — C, diamond and profits chart.
- Public Inquiry — E, plus and courtroom sketch.
- Counter Arguments — A, square and censored photograph.
Press Play after inserting the slides. The subsequent scene gives you the CEO Access Card. Richard’s page separates his playable route from his role in the story.
Part 6: Simon — flow controls and clamp release
In CEG HQ (Different), read the Reference Sheet and take the Controller Key from the second-floor console. Unlock the ground-floor alarm controls, enter A5D7, then E3E3 on the adjacent panel. From the starting arrangement described by PowerPyx, rotate the pipe floors two turns / left once / two turns / two turns, bottom to top. Check that the red pipe joins across every level. Return to ground level and run Gas Flow → Flow Test → Ignite; the successful flow test lights every indicator green.
In SWDP (Different), get the JOE Key from the computer room, unlock JOE’s door and take the Access Card beyond the wall gap. It opens the upper control room. Switch on the console and printer, then submit:
| Action and device | Number |
|---|---|
| Open valve | 245 |
| Start filter | 130 |
The console provides 0825, the adjacent locker code for the AUX Key. In the auxiliary room, use the Auxiliary Lines clue and painted line counts to set each switch in its required direction. A green line light confirms each completed circuit; avoid treating an unmatched running chapter number as a switch instruction.
Return to the upper console for Flush auxiliary 246, Stop regulator 781, then Unlock door 592. At the opposite clamp panel, follow the procedure sheet: both Balance selectors to Intermediate, both Notify switches on, Run Off Disengaged, Clamp Connection D71, Report switches 1, 3 and 6 on, Pressure Control SET, Intubate Flow NONE, Battery One B, Battery Two C. The flashing green Release button is your confirmation. Press it, then turn the lower red crank.
The final combat encounter follows. Use the The Weight encounter guide for the change from pursuit to boss combat. If you are planning a secret ending, consult ending conditions before completing this final sequence: those routes require earlier New Game Plus items.
Sources & scope
Written September 30, 2026 from the linked sources captured in the supplied research. AI assisted compilation and wording; no hands-on gameplay test is claimed. The capture date is separate from a game patch or source publication date.
- Silent Hill Townfall Speedrun Walkthrough (All Puzzle Solutions)Release-week material captured September 30, 2026
- Walkthrough - Silent Hill: Townfall Guide - IGNRelease-week material captured September 30, 2026
- Silent Hill Townfall All Endings GuideRelease-week material captured September 30, 2026