SILENT HILL: Townfall chapter walkthrough: every part from Arrival to Simon
The full chapter structure with objectives, key codes and save checkpoints for all six parts, so you always know what the town wants next.

Spoiler level: chapter structure and objectives. Story scenes are not described; puzzle answers appear as inline codes with the reasoning left to the linked puzzle guides. Chapter names follow the English game interface as documented by the linked walkthrough.
Townfall's story runs through six named parts with continuously numbered chapters. Full walkthrough sources document chapters 1 through 13 by name; the final part, Simon, includes the documented chapter 15: Trying Again. This page gives each part's objectives and the codes you need to keep moving, plus the two save checkpoints that make ending replays painless.
Part 1: Arrival (Chapters 1–4)
Cold Open → Escape → A Connection → Searching for Zoe.
- Learn the phone system in Shorefront District South: 900 emergency, 010 operator, 100 save.
- Inside the first otherworld section (A Different Place), collect the Room Service Card, tune the CRTV to channel 60, and open the three-wheel hotel door with 18 / January / 1996. The bathroom holds the Room 204 Key.
- Restore power at Zoe's house using the prepaid card from Peters Newsagent, then open the kitchen organ box with 956 (left) and 133 (right) to get Zoe's Lanyard.
Detailed step order lives in the opening route walkthrough; every code above has its clue path in early puzzle answers.
Part 2: Zoe (Chapters 5–6)
Zoe: Rounds → Journey to Medical.
- The Clinic entrance takes Zoe's Lanyard. Inside, the Scalpel (Z Ellis room) opens rusted doors with small hatches, including the Pharmacy.
- The Pharmacy back-room locker opens with 6539 — poster numbers in the CRTV broadcast's order.
- New phone numbers appear here: 5353 for Hospital Storage, and 496 0556 followed by 3, 2, 2, 1 for the medical line.
Part 3: The Patient (Chapters 7–8)
Zoe: The Patient → Many Into One.
- At St. Amelia Medical Center, set the vitals console to systolic 70, diastolic 40, pulse 160, SpO2 80 for the 88 kg patient.
- The surgery door code is 7103 (the pager number). X-ray settings: skull 3 / 7 / 1, chest 7 / 3 / 1.2 (kV / mA / time). The records room opens with 2605.
- Infusion rates for the 88 kg patient: Dextracyclate 15, Hydroxaline 7, Tensobromide 8.
These medical puzzles are the game's densest block; the mid-game puzzle answers lists each one with its clue location.
Part 4: Clara Woods (Chapters 9–11)
Begin Again → Missing Parts → Inside CEG HQ.
- The Clara Woods estate chains locks and safes: Lost & Found 772; Locker 75 pin 184 (Flare Gun); safe 956; Locker 17 pin 575; safe 736; safe 129; Locker 204 pin 971; Locker 94 pin 490.
- Three Mechanical Parts combine into the Constructed Mechanical Device that opens the CEG Tower gate.
- Save checkpoint: after crafting the device in Chapter 10 (Missing Parts), keep a manual save before opening the CEG Tower gate — the recommended pivot for ending runs.
- Inside CEG HQ: security door 4895, employee database ID 00007820518 (prints an access card), finance door 2709, and the exterior generator (right lever diagonal, key placed right, pull the red lever).
Part 5: Richard (Chapters 12–13)
Richard: Getting Inside → Richard: Another Attempt.
This part leans on the CEG access you built in Part 4 rather than new code locks. Expect navigation and evasion sequences; sources document no fresh puzzle codes here, so spend the stretch topping off Discoveries before the finale.
Part 6: Simon (Chapters 14+)
The documented chapter is 15: Trying Again. Verified landmarks in this part:
- The SWDP area with two notable doors: 793 (behind it, the Gold Coin for the Dog route) and 621 (hides the third Sci-fi book).
- The red crank that releases a container — save before turning it; this is the second recommended ending checkpoint.
- The New Game+ special routes converge here: both the final Guide Dog bank and the Sci-fi keypad trigger in this part. Their step-by-step requirements are in the endings guide.
Before you cross any chapter line
Most collectibles cannot be retrieved by freely replaying a finished section. Run the chapter-exit checklist before story triggers, and remember that Discoveries feed the Justice ending. Speedrunners can finish the whole game in under four hours (the Fleeting Visit trophy), so a first run that searches thoroughly will land well above that — plan your save slots accordingly.
Sources and verification
- PowerPyx chronological walkthrough — chapter names and numbering, codes, phone numbers, generator steps.
- PowerPyx all endings guide — checkpoint chapters, Dog and Sci-fi route locations in Part 6.
Compiled 26 September 2026 from the sources above; chapter names beyond Trying Again are not documented by the sources used here and are left unstated on purpose.


