Gaming How-To

Silent Hill: Townfall — How to Open the Clinic Reception Door

The keypad takes a four-digit code, and the Post-it that carries it sits on a monitor in the Z Ellis office.

The keypad takes a four-digit code, and the Post-it that carries it sits on a monitor in the Z Ellis office.

Chapter 4 of Silent Hill: Townfall, “Searching for Zoe,” drops Simon inside the Shorefront Family Clinic and then immediately stops him at a door marked Reception. There is a keypad on the wall, no way to force the lock, and 10,000 possible combinations if you try to brute-force it. The number is written down a few rooms away.

Quick answer: The Clinic Reception code is 2896. Punch 2-8-9-6 into the keypad next to the door and it releases on the last digit.


What you need before you reach the Reception keypad

The keypad is inaccessible at the start. Complete the Human Organ Box puzzle in Zoe’s House to unseal the clinic, then enter its corridor, where the darkness makes a working flashlight nearly essential.

  • Zoe’s Lanyard — awarded automatically when the Human Organ Box opens (956 on the left dial, 133 on the right).
  • Flashlight — Place the AA Batteries and the Flashlight Without Batteries together in your inventory; the result is a working flashlight.
  • The badge panel — mounted beside the clinic’s front door, under the blue Shorefront Family Clinic sign, at location 6 on the Shorefront map.

Place the lanyard against the panel to raise the security shutter. Because the sound attracts attention, hide behind the bins beside the building until the enemy patrolling the street moves on. After entering, turn to the right; the Reception door is a few paces away, with its keypad immediately visible.

Reception Keypad00:37Reception Keypad
The keypad beside the Reception door refuses to budge without four digits. Shown at 00:37 in GosuNoob’s video. Image: Screen Burn

Where the 2896 code is written down: the Z Ellis office

Walk past the Reception door and follow the green-walled corridor, going by the waiting chairs. The first door on the right is Dr Stevenson’s office, worth a quick stop for the Note on Patient Records and some Gauze in the desk drawer.
Carry on to the end of the hallway and go through the second door, the one with the Z Ellis nameplate. Black goo seeps out from under it, but the room is empty, so there is no reason to rush the search.
Step up to the desk and interact with the old computer to examine it close up.
Computer inspection00:03Computer inspection
The Examine prompt on the Z Ellis desk monitor. Shown at 00:03 in Ghosts of Reykjavik’s video. Image: Screen Burn
Check the yellow Post-it in the monitor’s top-right corner; the number written on it is 2896.
Finding the code00:06Finding the code
The sticky note carrying the Reception code, 2896. Shown at 00:06 in Ghosts of Reykjavik’s video. Image: Screen Burn

Reading it files the note in your collection as the Clinic Post It Note, so the digits stay accessible if you wander off and forget them.

Finding the Code00:21Finding the Code
Once read, the note is stored as the Clinic Post It Note. Shown at 00:21 in Game Guides Channel’s video. Image: Screen Burn
Before you leave, switch the computer on and read Ellis’ emails for the “Where Are You?” and Reception Answer Phone Message clues, and grab the Resignation Letter from the stack of boxes on the left.
Finding Keypad Code00:57Finding Keypad Code
Ellis' computer holds both the emails and the code note. Shown at 00:57 in GosuNoob’s video. Image: Screen Burn

While here, remove the Scalpel from the open green container beside the computer. It opens St. Amelia’s rusty hatch doors, including those at the Pharmacy and the park gate, so collecting it now prevents a return trip.


Entering the code and confirming the door opened

Head back along the corridor to the Reception door and interact with the digital lock on the wall beside it to bring up the number pad.
Unlocking the Door00:40Unlocking the Door
The number pad opens when you interact with the lock. Shown at 00:40 in Game Guides Channel’s video. Image: Screen Burn
Press 2, then 8, then 9, then 6. There is no confirm button, so the sequence resolves the moment the fourth digit goes in.
Entering Keypad Code00:08Entering Keypad Code
The final digit of the sequence, 6, going in. Shown at 00:08 in 100% Guides’s video. Image: Screen Burn
Watch the indicator. A green light and an unlock tone mean the lock has disengaged and the door swings open on its own. If nothing happens, the input was wrong and you simply start again from the first digit.
Unlocking Reception Room00:13Unlocking Reception Room
The lock releases and the Reception door opens. Shown at 00:13 in 100% Guides’s video. Image: Screen Burn

What is inside Clinic Reception

Reception is compact, yet three items inside make the detour worthwhile.

ItemWhat it does
PhoneManual save point
Nurse’s Rounds FormDocument collectible
Answering machineAdds the Pharmacy to your map

The Nurse’s Rounds Form sits on the counter, filed under Zoe Ellis with employee ID 0386 and most of the patient details scratched out. The handset works like every other phone in St. Amelia, so dialling 100 saves your game here; convenient, but not a one-time chance.

Play the answering machine message before you leave. The pharmacist asks Nurse Ellis to come to the pharmacy on Main Street, and hearing it puts the St. Amelia Pharmacy on your map as the next destination.


Where the clinic thread goes after Reception

After securing the Scalpel and marking the Pharmacy, the clinic becomes the chapter’s hub instead of a dead end. Return to the Z Ellis office for the scales puzzle, where three objects must go onto three plates.

PlateItemWhere it is
LeftBroken StethoscopeOn the bed in Jess’s House
MiddlePrescription Dosage Error NoteRusty locker in the Pharmacy back room
RightZoe’s LanyardAlready in your inventory

The Resignation Letter you picked up in the office spells that arrangement out line by line. The Pharmacy locker runs on the same kind of lock as the Reception door and opens with 6539, releasing the instant you tap the last digit. Set all three items on the correct plates and the next story beat starts straight away with a cutscene.