In SILENT HILL: Townfall, dial 100 at the ringing booth in St. Amelia’s town square. That call starts Simon’s route through the hotel, Zoe’s clinic, the Medical Centre, Clara Woods, CEG headquarters and the underground SWDP facility. The six story parts below lead through the last fight and back to the docks. The optional ending steps come after the main route, so you can finish a first playthrough without interrupting it for New Game+ items. Dial 100 at later phone booths to save before long stealth stretches and puzzles whose wrong answers can hurt Zoe.
Part 1: Arrival, Room 204 and Zoe’s clinic
From the dock, follow the stairs and ladder into town, then follow the red light into the square. The map lies by the central monument. The phone booth is across the square; answer its ringing phone, lift the receiver again and enter 100, the “Save Yourself” number on the booth poster. After the scene, open the cell, crawl through the grate and follow the passage and ladder to Room 204. Simon takes the CRTV there.
Raise the CRTV and tune both signal points in the hotel room. One shows the lock, while the other shows a calendar: day 18, first month. The room service card on the desk supplies the year 1996. Set the door’s outer ring to 18, middle ring to January and inner ring to 1996. Take the Room 204 Key from the bathroom, unlock the room’s main door and call the elevator. You can wait by its doors while the CRTV shows nearby threats. Ride it to the Haldane Hotel lobby and use the front entrance to return to the square.
Pass the booth and enter the alley beside the loose bunting on the right. The steps at its far end lead to Zoe’s house. Take the flashlight from the kitchen drawer, AA batteries from the upstairs bedroom and combine them. The bathroom off the other upstairs room holds the Organ Transplant Card. Under the stairs is an unpowered card box. The newsagents sells the card you need, though its front door is locked: circle behind it, wait for the roaming creature to pass, and enter through the rear. Take the Prepaid Power Card from the till. Back at the house, insert the card under the stairs, use Button A until “Card Credit” appears, press Button B and throw the main switch.
Read the powered computer’s “For Attending…” email and compare it with the ET code on the Organ Transplant Card. Enter 956 on the transplant box’s left lock and 133 on its right lock. The box contains Zoe’s Lanyard. Return to the square and reach the Shorefront Family Clinic from the adjoining street. Use the lanyard at the shutter card reader, then duck behind the large black refuse container while the noise draws the creature. Enter when it leaves. In Zoe’s office, take the Scalpel and read the computer. The note by the screen gives reception’s keypad code, 2896. Open reception, listen to the answering machine and head to the pharmacy.
Cut open the pharmacy’s rusted door with the Scalpel. Tune the CRTV to the VHF set in the back room, adjusting its angle and color channels until the recording plays. The clips point to four posters. The handwashing image has six fingers, the safer medicine poster shows five, the consultation gauge points to three, and nine pills remain in the packet image. Enter 6539 on the rusty locker for the Prescription Dosage Error Note. If the picture will not stabilize, the PS5 options allow you to turn off CRTV motion sensor controls and adjust the colors with the D-pad.

The last clinic item is Jess’s Broken Stethoscope. Cut through the park’s rusted gate, cross toward Jess’s address and read the note at her locked back door. It sends you to building 16. In that building, go upstairs to apartment 1/2 and take the 21 Farrow St. Back Door Key from the living area. Return to Jess’s door, unlock it and take the stethoscope from the bedroom. Her kitchen drawer also holds a Lock Box Key; the blue box in building 16’s ground floor apartment has an Empty IV Bag and IV Fluid if you want a recovery item.
Return to Zoe’s clinic office with the lanyard, prescription note and stethoscope. Put the Broken Stethoscope on the left scale, Prescription Dosage Error Note in the middle, and Zoe’s Lanyard on the right. The lights and CRTV cutscene mark the end of Arrival. If nothing happens, check which item is on each scale; merely collecting all three does not finish the puzzle.

Part 2: Zoe reaches the Medical Centre, then Simon follows

Control switches to Zoe. Her pager names Mr. Stewart’s home at 10 Church Avenue and points toward nearby threats. Go through the park to the Community Gardens. The sign on the locked shed names Jane; the plaque at Jane’s allotment records her 1993 award. Enter 1993 on the shed padlock, take the Community Garden Key inside and open the opposite gate. Follow Commercial Road to Church Avenue. Number 10’s front entrance will not open, so pass through number 12’s garden and the gap in its fence to reach the back.
At Mr. Stewart’s house, inspect the bathroom to advance the scene, then turn back and take Mr. Stewart’s Key near the clothes. A creature is in the house. The radios in the kitchen and living room can draw it away from the back exit; do not let it watch Zoe enter a hiding place. Use the key to get out, return toward the Medical Centre and pass the enemies by the covered cars. The security booth at the main gate has Dr. Glenn’s number, 496 0556. A booth back along the road lets you call it. Answer the recorded prompts in order with 3, 2, 2, 1. The gate opens.
Cross the ambulance area toward the gate beyond the flashing blue light. In the parking area, slip under the partly raised shutter and press the button in the office to open the wire gate outside. The button draws a creature down from the stairs; wait or distract it before crossing the lot. Enter Accident & Emergency at the top of the slope. The scene returns control to Simon at the clinic.
Go to the town square for the revolver Richard has left on the monument. Reload before taking Main Street: its individual cartridges take time to insert. Use the CRTV to track the creature near the Heritage Centre. Once it looks down the side alley, slip past and turn left through the open gate. In the gardens, pass the wooden gates and squeeze through the gap in the fence. A radio in the open shed can pull a dormant creature away from the passage. Save at the booth farther along if needed.

In the next garden, watch the patrolling creature while you approach the fence blocked by two planks. Throw a bottle or brick at the parked car below to sound its alarm; remove the planks while enemies investigate and crouch through. The gate at the end opens onto Commercial Road. Take its side alley, use the Scalpel on the rusted door and continue through the garden gates to the apartment building with a phone near its entry. Climb to apartment 3/1, open its window and step onto the scaffold. Go down the ladder and through the next window. Work back down the stairwell to the ground floor apartment, then drop through the hole in its floor. That route exits opposite Accident & Emergency. Enter the hospital to finish Part 2.
Part 3: Treat the patient and open the blood door
As Zoe in Surgery, take the Medical Centre map from the wall and turn on the laptop. Its Equipment Overview explains which readings to report to Dr. Glenn over the intercom. When he asks for blood pressure, use Respond while looking at the green numbers on the monitor to the patient’s right. For pulse, use the yellow number near the patient’s feet; for oxygen, use the red SpO2 readout by the head. The corresponding readouts are around 70/40, 162 and 80. The pulse may look outside the laptop’s usual accuracy range, so answer from the indicated monitor instead of substituting a healthy value. A wrong response damages Zoe.
Dr. Glenn’s pager message supplies the X-ray room code 7103. In that room, align the camera’s four markers over the skull, then set the control panel to Skull, 3 Kv, 7 mA, 1 second. Run the scan. Reposition the camera over the chest and set Chest, 7 Kv, 3 mA, 1.2 seconds. Take both printouts to the lightboard beside the intercom and examine them in the order Dr. Glenn asks. The treatment requires three drugs. The source of each is a different room:
| Drug | Where to collect it | Pump rate for the 88 kg patient |
|---|---|---|
| Dextracyclate 2.5 mg | Bay 6 on the upper floor | 15 |
| Hydroxalene 3 mg | Records Room, code 2605, beyond Chapman Ward | 7 |
| Tensobromide 11 mg | Ground floor Pharmacy Store Room | 8 |

The Records Room code is posted in the office opposite Bay 6. Back in Surgery, use the patient’s 88 kg mass on the whiteboard and the 81 to 90 kg column of the laptop’s dosage table. Insert the drugs into any three pumps, set each drug’s rate as shown above, confirm it and press Ready Pump. Only after all three are ready should you press Start on the tray device beside the patient. Call hospital storage on 5353 from reception, ride the elevator to B and take the Medical Intubation Kit from the Storage Room. The staff room radio can lure the corridor creature away. Return to Surgery, rotate the intubation control until its circle pulses white, then hold Insert. Repeat for all three placements. The scene switches back to Simon.
Simon can revisit the X-ray room with 7103 before descending the long ladder. Beyond the crawlspace, take the Pipe wedging a gate if you need a sturdier melee weapon. In the altered Medical Centre hub, take the new map and Zoe’s Patient List from the room reached through a wall grate. The list marks patient rooms. Take Alan Duncan’s blood bag there and attach it to the outlet at the S.W. shutter; operate the Transfuse switch to enter that wing.
In S.W., take Sarah Watson’s bag from S05. The route into the lower W ward runs through the stairwell. The large creature here can kill Simon if it catches him, so use the CRTV and cover instead of trying to fight it. Find the Ward W Master Key in W04, use it on W13 and climb to the room containing Lesley Greer’s bag. Return by its crawlspace and ladder. Sarah’s bag belongs on the empty outlet on the left wall of the hub, and Lesley’s opens the opposite D.P. shutter.
In D.P., use D03 to reach D02 and press the elevator button to send the body down. Drop through the broken walkway in D07 to the lower P ward. Take George McEwan’s bag and the Ward P Master Key in P10, then unlock P03 for Matthew Clark’s bag beside the fallen body. The gates close after that pickup. Crawl through the grate in P02, reach D05 and turn its valve; hide beside it if the large creature responds to the noise. Do the same at D10. The reopened route and ladder lead back to the blood hub.
Place Matthew Clark on the remaining left-wall outlet and George McEwan on the remaining right-wall outlet, then press the switch beside the central doors. The last door still has a ring puzzle. Simon’s hospital band identifies his blood as A+, so only compatible donors feed the Ordell centre. Rotate the rings to make continuous paths from HM at the top, SW at the upper right and TF at the lower left. These stand for Hannah McGregor (O-), Sarah Watson (A+) and Thomas Fergusson (O+). Activate Ordell after all three pipes join the centre. Use the Room 204 Key beyond the door. The next dock sequence leads into Clara Woods.

Part 4: Clara Woods and the three CEG locker cards
Walk around the twitching bodies on the road after the dock scene; brushing one can trigger a damaging grab. Take the Clara Woods map from its roadside sign and continue through the shopping precinct to Richard’s phone. The gate near Atlas Computers needs a constructed device, so collect its three parts first. Enter CEG Lockers through the Staff Parking approach and scan the barcode slip behind the counter. It identifies locker 75, PIN 184; the Flare Gun is inside. The Lost and Found email on the nearby computer gives 772 for the office locker containing the South Brae House Key.
Unlock number 5 South Brae. Upstairs, take the Disk Case Key from the bedroom drawer and use it on the small box in the other room for three floppy disks. Disk 2 is corrupt. Go back to Atlas Computers and use the same key on the sealed case in its back room for Fix-A-Disk software. At number 5 South Brae again, insert the software, then Disk 2, and choose Repair Volume. Run Disks 1, 2 and 3 in order. Switch on the printer before printing Manual.EML. The printout gives Part ID 956; enter that on the nearby black box for the South Brae barcode. At CEG Lockers, scan it and open locker 17 with 575. Take Mechanical Part 1 and the Boltcutters.
Use the Boltcutters on the gate toward number 6 North Brae. Enter around the back, where the house’s poem points to pictures of boats, arches and children. Count 7 boats, 3 arches and 6 children, then enter 736 on the box upstairs for the North Brae barcode. Continue over the overpass to number 5 Upper Brae. This house changes when you play its tapes. Collect Yesterday from the upstairs bedroom; playing it reveals a computer. Tomorrow appears downstairs. Play Tomorrow and take The Code After; play Do Not Play and take the Back Door Key from the kitchen. Switch to Today, open the back storage area and take the Ammonite Disk. Switch back to Yesterday to read the disk’s Current Count. The papers give Before 192 and After 125, with 129 between them. In Today’s version of the house, enter 129 on the box for the Upper Brae barcode.
Scan both cards at CEG Lockers. The Upper Brae card opens locker 94 with 490 for Part 2. The North Brae card opens locker 204 with 971 for Part 3. Combine Parts 1 and 3 first, then attach Part 2. Put the completed device into the fleshy socket beside the Atlas Way gate and enter CEG headquarters.

In the HQ lobby, check the Maintenance whiteboard and enter 4895 at Security. Take the two Grid of Codes sheets, one in Maintenance and one in Security, and combine them. The Box IDs document says Richard is number 36. His box is sixth from the left in the third row; the combined grid makes its lock code 486. Take the Employee File Cover Note inside. At the Security computer, search for Richard with employee ID 00007820518, generate an access card and switch on the card printer. Use the printed card on the elevator and ride to floor 10. The office scene changes the playable character to Richard.
Part 5: Richard powers CEG Tower and repairs the projector

Open the parking gate from the yellow security booth, then enter the garage and climb to the Manager’s Office for the Generator Key. The generator is outside in the fenced area. Insert the key, try the lever, then check the pumps behind it. Leave the right pump on and switch the left and centre pumps off before using the lever again. Power returns. The elevator on the building exterior now works; take it to the scaffold, follow the ladders and enter the meeting room through the window. Richard finds a shotgun there. Check bodies for shells as you climb the tower, because the fast Widows can ambush him and he has no CRTV or pager to reveal them.
On the fifth floor, enter the Boardroom, take the Level 3/4 Access Card and inspect the projector. It needs a bulb, lens and slides. The card opens routes back through Human Resources and P.R. From the third floor P.R. area, take the stairs beside reception to floor 4, go left to open a connecting door, then cross into the office opposite. The CEG Storeroom Key lies beside a Richard body there. Unlock the storeroom across the room for the Projector Bulb. The checkout sheet there gives Finance’s code 2709. Use the access card and that code at third floor Finance, then take the Projector Lens from the CFO desk. Return to the Boardroom and fit the bulb before the lens.
Turning on the repaired projector reveals the next location. Take the CEG Maintenance Key from the body beside it, use the maintenance ladders to descend to Operations on floor 2, then cross the floor 1 lobby to the Mezzanine meeting room. The Projector Slides are on its table. Richard’s note in P.R. gives optional supply room codes 1607, 1306 and 4512 if you need ammunition or healing on the way back. Use the maintenance ladders for a shorter return to the Boardroom as smoke and Widows fill the tower.
The agenda on the projected wall determines the slide order. Put D, F, B, C, E, A into slots 1 through 6 respectively, then press Play. Richard receives the CEO Access Card. Use it on the Boardroom elevator, ride to floor 10 and enter the lit office to return to Simon.

Part 6: Simon’s SWDP route and the final fight
Take the shotgun in Richard’s office and descend in the elevator. After it drops into the underground area, enter the flare stack tower room and take the Reference Sheet. Ride the small lift up one level for the Controller Key, return to the ground controls and insert it. The sheet maps alarm number 77289 to A5D7; enter that to clear the alarm. The clamp code is E3E3. Press Gas Flow and Flow Test. Align the four floor valves in this order: first floor two right turns, second floor three right turns, third floor two right turns, fourth floor two right turns. Return to the ground controls, run Flow Test until every light is green, then press Ignite.
Take the passage behind the tower into the pipes, keeping a melee weapon ready for crawlers. At the end of the first pipe turn right, then take two lefts after the first crawler. At the next junction continue straight to its end and turn left toward the painted B08. Two rights lead to a ladder room. Descend and cross the cage corridor, then climb the far ladder. The locked door at the top sends you through the wall grate on its left. In the next pipes, go straight and right; a left detour holds Strange Postcard 15. Return, pass another crawler, take the first right and continue toward FD28. Turn right there and follow the painted arrows, first left and then right, until you reach the concrete hall and its ladder into the altered SWDP facility.
Activate the generator in room B34, then reach the upper computer room by elevator and take the JOE Key from its back table. The JOE room has an opening into the adjacent room where the Access Card lies on a metal table. Carry it back to the lower level and use it on the shutter near the stairs. This reaches the control room. The large creature still cannot be fought here; watch its CRTV signal when returning through the central area.
Switch on the main console’s two power toggles. Its printed orders and camera feeds identify the object numbers. Enter each command as an action button, an object button and the three digits, then press Enter at the bottom right:
| Order shown | Icon buttons, counted from top left | Number and clue |
|---|---|---|
| Open Valve B | Row 1 column 1, then row 2 column 3 | 254, Valves A to C camera |
| Start Filter A | Row 2 column 1, then row 3 column 4 | 103, Filter Unit camera |
| Flush Aux Line B | Row 2 column 2, then row 4 column 4 | 246, auxiliary line document |
| Stop Regulator | Row 4 column 1, then row 4 column 3 | 781, Regulator Systems camera |
| Unlock Valve F door | Row 4 column 2, then row 1 column 3 | 592, Valves D to F camera |

After the first two commands, the printout gives 0825 for the locker beside the console. Take the AUX Key, ride back to the upper floor and unlock the AUX room. Use its disk on the computer to read the pipe settings. Trace the three, two and one stripe pipes in their arrow directions, setting each lever to the sequence below. The green light at the end of each pipe confirms that line. Return to the console only after all three light up.
| Pipe markings | Lever sequence along its arrow |
|---|---|
| Three stripes, upper pipe | H V V V H V H V |
| Two stripes, middle pipe | V H H H V H H V V |
| One stripe, lower pipe | V H V V H V H V V |
Use the remaining console commands in the order printed above. The Valve F door opens on the lower level; go there and turn the valve by hand, then return through the enemies to the control room. The Clamp Release Procedure prints beside the other panel. Set Pressure Control to Set, turn on both Notify switches, and read model 920CEG from the panel label. Set both Tension and Balance to Intermediate, Run Off to Disengaged, and Intubate Flow to None. Enter clamp ID D71, turn on Report switches 1, 3 and 6, then put the Power dials on B and C. When Ready lights, press Release. Downstairs, turn the valve by the suspended concrete block. Its fall opens the shutter leading deeper into the facility.

Past the opened shutter, descend the two ladders and cross the smoke-filled room. At the long corridor’s junction, turn right, crouch under the obstruction and open the door to advance the story. It returns Simon to Room 204. Call the elevator there, choose G, leave through the hotel lobby and run along the open street route to the square. The Weight is now vulnerable. Move around the arena while damaging it; bodies and wall cabinets supply more ammunition and healing. Deal with the smaller enemies that arrive during the fight before they crowd you. When The Weight drops to one knee, approach and pull a rod from its chest. Damage it again and repeat until all three rods are removed. The scene moves Simon to the docks. Walk along the beach, climb the steps at its far end and approach Richard at the end of the pier to finish the story.

Endings, New Game+ and what carries forward
The first playthrough can end in Abandoned, Justice or Forever. Published ending tests point to the balance between enemy kills and Discoveries, which include documents and clues. They do not establish a reliable numerical threshold. Abandoned is associated with kills exceeding Discoveries; Justice is more likely when Discoveries are far ahead and Simon avoids unnecessary kills. Forever appears to require a narrow middle ground, with Discoveries only slightly ahead. The ending cannot be chosen at the pier with a simple dialogue answer. You can check profile totals from the main menu while a run is in progress. Treat claims about an exact kill count or a guaranteed save limit cautiously.
Finishing once unlocks New Game+, alternate outfits and an Axe that each character can collect. Simon’s Axe is in the fifth door on the right after the newly open white gate off the For Sale alley in Part 1. Zoe’s is by the shed in number 12’s garden in Part 2. Weapons, ammunition and other supplies do not carry over, while progress for documents, CRTV signals, postcards and resource containers does. NG+ adds two item driven endings. For the Dog ending, take the Bronze Coin from Video Star’s back room in Part 1 and place it in the Main Street Guide Dog statue. In Part 4, take the Silver Coin from the shed near the early Clara Woods junction. Once locker 17 gives you Boltcutters, open the alley gate near Prosperity Way and Atlas Way, enter the laundromat and use its statue. In Part 6, after unlocking Valve F at the console, enter another Unlock Door command with 793, then press Enter. Take the Gold Coin from the newly opened Regulator room on the lower level. After dropping the concrete block, follow the corridor to its straight dead end and use the third statue before continuing to the finale.
For Sci-fi-lent Hill, inspect Strange Book 1 under the bedside drawer in Zoe’s upstairs room during Part 1. In Part 2, after Simon receives the revolver, revisit Haldane Hotel. The symbol door upstairs hides the Strange Access Card. Press its symbols in this order: Bird, Tree, Planet, Bird, Triquetra, Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar. Repeated symbols mean pressing the same button again. Take the card from the room beyond. In Part 4, inspect Book 2 on the charity shop shelf opposite the shopping precinct booth. During Part 6, after the console opens Valve F, send Unlock Door 621 and press Enter. Book 3 is in the newly opened room on the lower level, on the centre left of the facility map. Before entering the late door that starts Simon’s PICC line scene, use the Strange Access Card on the reader beside it. All three books must have been examined. The Strange Postcards reveal the symbol order if you want to trace the clue yourself.
If you plan to see both NG+ endings with fewer replays, save at the phone in the control room after the clamp puzzle and before taking the final route. The optional door commands and earlier collectibles must already be complete in that run. After an ending, reload that save to use the other ending’s final interaction. A first playthrough still reaches the main ending without any coins, books or postcards.