Zoe’s house is the first place in St. Amelia where Silent Hill: Townfall stops holding your hand. The power is out, the flashlight has no batteries, and the box you need is locked with two separate dials. Everything in the building is one long chain — light, then electricity, then a document, then the code.
Quick answer: Restore power using the Prepaid Power Card from Peters Newsagents, read the middle email on Zoe’s PC, then set the organ transplant box to 956 on the left lock and 133 on the right.
Organ transplant box code: 956 and 133
The container sitting on the kitchen table has two combination locks, and neither is brute-forceable. The numbers come from one line in a corrupted email cross-referenced with a card you pick up off the bathroom floor.
| Lock | Code | Where the number comes from |
|---|---|---|
| Left dial | 956 | First three digits of the ET number |
| Right tumbler | 133 | Last three digits of the ET number |
The ET number printed on the Organ Transplant Card is 956234692133. The rest of the letters and figures on that card are filler. Zoe’s middle email spells out the rule in a single surviving line: “Set using the first and last 3 digits of the corresponding ET code.”
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Every item you need inside and around Zoe’s house
| Item | Location | Used for |
|---|---|---|
| Flashlight (No Batteries) | Kitchen drawer beside the washing machine | Lighting dark rooms |
| AA Batteries | Upstairs bedroom, bedside drawer | Combines with flashlight |
| Electricard Credit Guide | Cupboard under the stairs | Meter instructions |
| Prepaid Power Card | Cash register, Peters Newsagents | Restoring power |
| Organ Transplant Card | Upstairs bathroom floor | ET number for the locks |
| Zoe’s Lanyard Badge | Inside the organ transplant box | Clinic door scanner |
Puzzle Difficulty is a separate setting from combat difficulty. Set it to Hinted and the game highlights the documents and items tied to the puzzle you are currently on, which matters here because nothing in the interface stores numbers for you.
Get the flashlight working first

Restore power with the Prepaid Power Card
An infected enemy patrols the cobbled street on the way back. Planks and pipes shatter after two or three swings, so walk rather than sprint — running noise pulls enemies in from adjacent streets and rooms.


You know it worked when the lights come on across the ground floor and the computer in the living room will accept power.
Read Zoe’s emails to unlock the code rule

Open the box and confirm it worked
That lanyard is the verification. Story progress in the house stalls until the box opens, so if you still cannot leave the area, one of the two dials is set wrong.
Documents and numbers to note before you leave
Townfall has no quest log holding codes for you, and clues for a lock almost always sit in the same area as the lock itself. Keep a notepad open and copy anything numeric exactly as written.
- Water Warning — on the living room table, in plain sight before you touch anything else.
- The landline number 0163 296 0595, displayed on screen and stored nowhere in the interface.
- Electricard Credit Guide — the meter note under the stairs.
- Organ Transplant Card — bathroom floor, carrying the ET number.
- All three emails on the living room PC.

Where Zoe’s Lanyard Badge takes you next
With the badge in hand, open the map and cross the town square toward the Shorefront Family Clinic. Enemies roam the square, so break line of sight behind the market stalls rather than sprinting through the middle.
At the clinic, use the scanner panel beside the shutter door on its left and swipe the lanyard. This raises the shutter and grants access to the facility, confirming that Zoe’s house is complete. In the corridor beyond, find the Z Ellis room at the far end; its green container beside the computer contains a Scalpel, which later opens rusty doors fitted with a center hatch.
Townfall is split into six Parts — Arrival, Zoe, The Patient, Clara Woods, Richard and Simon — and some routes close permanently once you use them. Treat any one-way exit as your last chance to sweep the rooms behind you, because a single run cannot produce full completion anyway. The game has five endings, with some locked behind New Game Plus, and a thorough first pass through Zoe’s house makes those repeat runs considerably faster.






