Silent Hill: Townfall Walkthrough: All Puzzle Solutions
Silent Hill: Townfall is the latest full-fledged entry in the iconic series. This time, we take on the role of Simon, a mysterious protagonist with no clear past who finds himself in the remote town of St. Amelia. Since Silent Hill has always revolved around solving puzzles and searching for key items, some sections can be tricky to get through. We've put together this walkthrough to make sure nothing stands between you and the ending.
Beginner Tips
Silent Hill: Townfall differs from previous games in the series in several ways. It uses a first-person perspective and introduces a portable CRTV that serves a much bigger purpose than simply detecting enemies. With that in mind, there are a few things worth knowing before you start exploring St. Amelia.
The portable CRTV does more than reveal enemies. Regularly tune into different frequencies to uncover story fragments and clues for puzzles. The CRTV can also detect monsters through walls, allowing you to plan your next move.
You don't have to fight every enemy. The ending you receive depends on the balance between enemies killed and clues and documents discovered. If you want the Justice ending, try to avoid unnecessary fights and explore each area thoroughly.
Lock doors whenever possible. Monsters can move through ordinary doors, so this is extremely important if you want to stay alive.
If an enemy spots you, look for a wardrobe or locker to hide in. Monsters cannot open hiding places, so after a while they will lose interest and return to their previous position.
Look for Empty IV Bags and IV Fluid. Combine them in your inventory and equip the filled bag. It allows Simon to revive once after taking a fatal hit.
Check the map often. You don't need to search for it specifically, as you'll obtain it automatically through the story.
Your inventory has a separate Clues section. It contains only important documents that can help you solve your current objectives.
Part 1. Arrival
After waking up on the pier, head into town. There is only one route, so you won't get lost. After the scene revealing the town's name, inspect the note on the door about the canceled boat tour. Go left from the sign. There is no need to head down to the shore, as there is nothing there.
The area will become bathed in red light. Head up the stairs and deeper into the buildings. Once you reach the Pharmacy, turn left toward the bright glow. Walk into the fog to find the map. Up ahead, a pay phone will start ringing inside a booth. Answer it, then examine the panel on the right. Dial 100 and watch the cutscene.
Haldane Hotel
Follow the corridor ahead, then turn left. In the next room, you'll see a metal grate on the right. Move it aside and crawl through. Keep to the right until you reach a gap between two concrete slabs. From there, the route is straightforward until you enter a room where you'll pick up the portable CRTV, the game's signature mechanic and replacement for the traditional radio.
Use the CRTV to reveal the day and month: January 18. The year is written on the Room Service Card: 1996. There is a door in the room with an unusual dial lock. Set it to January 18, 1996, and the door will open. Inside, you'll find the Room 204 Key along with a note. Leave the room using the key and continue toward the elevator. The game will teach you how to detect enemies, then run into the elevator as soon as the doors open.
You'll arrive on the first floor of the hotel. Head outside through the main doors and watch the cutscene.
Zoe's House
Once you regain control, tune the CRTV. You need to find the house beyond the tree. Fortunately, it's very close to your starting position. Turn right from where you begin and continue forward. The house can be entered from the backyard.
There is a Human Organ in Transit container in the kitchen, but you don't know the combination yet. A nearby drawer contains a flashlight without batteries. Head upstairs. In the second room on the left, pick up the batteries and combine them with the flashlight in your inventory. Then go through the room on the right into the bathroom and pick up the Organ Transplant Card from the floor.
Head back downstairs and crawl into the small space beneath the stairs. You'll find instructions for restoring power along with the electricity meter. To turn the power back on, you'll need a Prepaid Power Card, so head to Peters Newsagent, marked as number 2 on the map.
Peters Newsagent and Restoring Power
You'll encounter your first enemy here. Try to sneak past it and enter Peters Newsagent from the back. Inside, you can find several notes, a board that can be used as a weapon, and the Prepaid Power Card inside the cash register. Return to Zoe's House, insert the card into the electricity meter beneath the stairs, and restore power.
Check the computer and read the email containing the clue. The container combination is 956 for the left lock and 133 for the right. Open it, collect Zoe's Lanyard, and head to the Clinic nearby. A monster will appear on the way, and your only route leads straight past it. Try to complete this section without being detected. When you unlock the Clinic door, the creature will rush toward you. Hide behind the dumpsters, then head inside.
Clinic
Explore the available rooms one by one. You can find an Empty IV Bag and IV Fluid here. Combine them in your inventory to create an item that lets Simon revive after taking a fatal hit. Zoe's office is the last room. Inside, you'll find the Reception door code, 2896, as well as the Scalpel. There is also a scales puzzle in the room, but you cannot solve it yet. Head to Reception and make sure to listen to the message on the phone.
Jess's House and the Key from Building 16
After leaving the Clinic, head toward Jess's House. It's quite a long walk. The Pharmacy will also become a point of interest, but it is currently locked. Use the Scalpel to enter the new area. Once you reach the street leading toward Jess's House, save at the nearest phone booth. Two enemies will appear. Run into the accessible side street on the left, then make your way behind the house. The front entrance is locked. You'll learn that the key is inside Building 16. Return to the street with the phone booth. Building 16 is almost directly opposite Jess's House, slightly to the right.
Search the building. On the ground floor, there is a container in the living room that you cannot open without a key. The 21 Farrow St. — Back Door Key is upstairs. You can search the other rooms as well to pick up some Gauze and a First Aid Kit. Once you have the key, head back to Jess's House.
In the bedroom, pick up the Broken Stethoscope, then take the Lockbox Key from a kitchen drawer. Return to Building 16 and use it to open the blue container on the ground floor. Inside, you'll find an Empty IV Bag and IV Fluid.
Pharmacy
Return to the Pharmacy and use the Scalpel to unlock the entrance. Inside, you'll find a radio that needs to be tuned. Doing so reveals a video clue showing the correct order of the digits. There is a locked cabinet nearby. Enter 6539 and collect the Prescription Dosage Error Note. You now have everything you need to return to Zoe's office and solve the puzzle.
Clinic Scales Puzzle
Return to the scales in Zoe's office. Place the Broken Stethoscope on the left scale, the Prescription Dosage Error Note on the middle scale, and Zoe's Lanyard on the right scale. Solving the puzzle triggers a cutscene, bringing Part 1, Arrival, to an end and shifting control to Zoe.
-
Silent Hill: Townfall All 18 CRTV Signal Locations -
Silent Hill: Townfall All 5 Endings and How to Unlock Them -
Silent Hill: Townfall Haldane Hotel Door Puzzle Solution -
Silent Hill: Townfall All 15 Strange Postcard Locations -
All Elden Ring Endings Explained: How to Get Every Ending and Which Is Best -
Valheim Save File Location: Where to Find Your Saves -
Valheim Materials Guide: Where to Find Every Crafting Resource -
Silent Hill: Townfall Clinic Scales Puzzle Solution -
All 13 Phone Number Locations in Silent Hill: Townfall -
Silent Hill: Townfall Organ Box Code and Scalpel Location












