Gaming Guide

Silent Hill: Townfall Part 1 Arrival Walkthrough (All Puzzles and Key Items)

Every Clue, Document, Strange Postcard, phone number, and key item in Arrival, plus the four codes that unlock them.

Every Clue, Document, Strange Postcard, phone number, and key item in Arrival, plus the four codes that unlock them.

Arrival is much longer than a standard opening chapter. Simon Ordell’s first moments are spent waking on a pier beyond St. Amelia with an IV still attached to his arm; the chapter finishes in a clinic examination room, where three objects rest on scales. Along the way, you visit a hotel nightmare, a powerless house, a poster-covered pharmacy, and a paperwork-heavy district. Nearly every Part 1 collectible sits behind one of four locks, making code hunting and item collection inseparable.

Quick answer: Part 1 holds 23 Clues and Documents, four Strange Postcards, and three phone numbers. Sweep the harbour first, then clear Zoe’s House, the clinic, the pharmacy, and Jess’s House before touching the scales.


Every code and phone number in Part 1: Arrival

The chapter’s four locks must be handled in a set sequence. Finding their answers ahead of time will not bypass the objectives, since the game generally leaves each puzzle inaccessible until you obtain its required items.

LockLocationSolution
Calendar door wheelsHotel room 204 (Elsewhere)18 / January / 1996
Organ transport containerZoe’s House kitchenLeft 956, right 133
Power panelZoe’s House crawlspacePower Card, Button A, Button B, main switch
Rusty lockerPharmacy back room (7)6539

The payphone keypad is a collectible category of its own. A Local Services flyer sits to the right of the first handset in the town square, and all three numbers on it count.

  • 900 — Emergency Services
  • 010 — Operator
  • 100 — Save Yourself, allowing a game save from any phone in St. Amelia

Pier and harbour front documents before the red fog

Simon wakes on a wooden dock with a hospital wristband bearing his name. Walk along the pier until the wind exposes the St. Amelia sign, then inspect the small building on the right. Its door has the Boat Tours Cancellation Notice, the game’s first Document.

Pier Arrival00:15Pier Arrival
Simon wakes on the pier outside St. Amelia, where Part 1 begins. Shown at 00:15 in WoW Quests’s video. Image: Screen Burn
Boat Tour Cancelled Notice00:16Boat Tour Cancelled Notice
The Boat Tours Cancellation Notice is pinned to the shed door on the right side of the pier. Shown at 00:16 in PowerPyx’s video. Image: Screen Burn

The dock’s distant iron gate remains chained and padlocked throughout the chapter, making it a dead end. Climb the rusty ladder against the sea wall to reach the paved walkway; it is the only way up.

Locked Pier Gate05:40Locked Pier Gate
The padlocked pier gate never opens in Arrival — take the sea wall ladder instead. Shown at 05:40 in theRadBrad’s video. Image: Screen Burn

At the top, you can quickly work through several readable objects along the harbour front. They are not Clues or Documents, but they introduce names and locations used by later puzzles. Reading them all now prevents a return trip after the red smoke arrives.

  • The Welcome to St. Amelia billboard and the ferry schedule board
  • A community notice board with a local map, a Haircuts 4 Kids flyer, and a missing cat poster for Ash
  • The St. Amelia Harbour Regulations plaque
  • Outside the closed Tourist Centre sits a naval sea mine converted into a collection box for The Mariners’ Society
  • The Ice Cream Shop chalkboard menu
Ice Cream Shop Board13:02Ice Cream Shop Board
The Ice Cream Shop chalkboard, one of the optional harbour front readables. Shown at 13:02 in theRadBrad’s video. Image: Screen Burn

Heading for the beach path sets off a flare and floods the streets with red smoke. Follow the Town Square street sign through the alley lined with For Sale boards, stopping for the Public Notice on a lamp pole about a road closure for an authorised protest. The pharmacy door here asks for an item you do not have yet, so leave it.


Town square: district map, the save phone, and two more Documents

Entering the square automatically adds the Coastal District — South map. Its numbered landmarks include the clinic (6), pharmacy (7), and Peters Newsagents (2), all of which are referenced later in the chapter, so check the map before exploring.

Entering St. Amelia and Obtaining Shorefront Map03:27Entering St. Amelia and Obtaining Shorefront Map
Entering St. Amelia, where the Coastal District — South map is added to your inventory. Shown at 03:27 in WoW Quests’s video. Image: Screen Burn

Two collectibles sit around the square itself. Walk the western side of the column to find the Vigil and Protest Flyer on a bench in front of the red LET THE FERRIES IN poster. Then head northeast toward the clinic (6) and read the Coastal District Family Clinic Notice posted on the wall beside the entrance.

A lit payphone starts ringing as you near it. Pick up, wait through the static, and dial 900 followed by 010 to hear their recorded messages; dial 100 afterward. The last call reaches the caller and brings up the Save Game menu. Slot one is named Cold Open, confirming that saving will work for the rest of the run.

Leaving the booth triggers a scene at the obelisk, where a collapsed man tells Simon to find her before vanishing and dropping him into the Elsewhere.


Hotel room 204: the CRTV, the calendar door, and three pickups

Move through the nightmare passage by following the red light strips. Duck beneath the damaged vent, operate the access-hatch latch lever, cross the flooded chamber toward the flashing lights, and ascend the long ladder on the wall.
Use the catwalk to reach the green door labeled 204. Once inside, pick up the handheld CRTV from the table, then examine the table once more to collect the Room Service Card, which counts as a Clue.
Practice with the controls before the room becomes dangerous. Hold L1 to lift and examine the CRTV, and tune with L2 and R2 across the frequencies. A successful tune saves the signal, and those saved signals contain answers for several puzzles.
First examine The Haldane Hotel room service menu card, then set the CRTV to channel 60. Combining the information from both reveals the date required by the door.
Adjust the three rings on the circular wooden calendar set into the bathroom door: place 18 at the top, January in the centre, and 1996 at the bottom. Once every position matches, the door opens.
Pick up the Room 204 Key from the bathroom counter, then take the Hotel Room Note beside it. The burgundy gilet on the bed and Simon’s own wristband in the inventory can also be inspected, but neither is required.
Unlock the main room exit, then take the caged passage to the elevator and descend. This corridor introduces the CRTV waveform, which indicates both an approaching threat and its direction.
After stepping out of the elevator into Coastal District — South, turn right immediately and walk behind the reception desk for the Hotel Reception Notice. Confirm Yes at the front doors to return to the square.

Grab the reception document before you leave the lobby — the square is a one-way transition once you confirm at the doors.


Zoe’s House: flashlight, power card, emails, and the organ container

West of the town square (5) is Zoe’s House, the chapter’s most densely packed stop. You will also make one round trip here, leaving and returning.

Examine the Hand-Delivered Letter on the living-room table. Then search the drawer next to the organ transport container and take the Flashlight Without Batteries.
Go upstairs into the second room on the left and search the small cabinet drawer for the AA Batteries. Combine them with the flashlight in the inventory to get a working light.
Remain upstairs, go through the room on the right, and enter the bathroom. The Organ Transplant Card is on the floor; picking it up gives you half of the container code.
Back downstairs, crouch into the crawlspace by the stairs and shine the flashlight around to find the Power Card Credit Guide.
Leave for Peters Newsagents (2). The Prepaid Power Card is in the cash register, and the Newsstand Note is on the counter.
Return to the crawlspace and use the wall panel. Slot the Prepaid Power Card into the bottom, press Button A until Card Credit appears on the display, press Button B, then flip the main switch in the lower-right corner. The lights coming on confirm it worked.
Switch on the computer and refresh the inbox. The top and bottom emails each count as separate Documents, and the middle message is logged as a Clue — it carries the second half of the container code.
Go to the kitchen, open the organ transport container with 956 on the left dial and 133 on the right, and take Zoe’s Lanyard Badge, which is added automatically.

Clinic and pharmacy: the scalpel and locker code 6539

At the clinic entrance (6), operate the panel on its left and choose Zoe’s Lanyard Badge to release the lock. Since the badge functions as both a story item and a key, do not discard it.

Zoe Ellis in her clinic uniform15:49Zoe Ellis in her clinic uniform
Zoe Ellis in her clinic uniform — her lanyard badge is what opens the clinic door. Shown at 15:49 in WoW Quests’s video. Image: Screen Burn

Clinic collectibles

  • Patient Medical Records Note — first door on the right, in Dr. Stevenson’s desk drawer
  • Resignation Letter — the paper positioned left of the scales in the Z Ellis room
  • Clinic Email “Where Are You?” and the Reception Answering Machine Message — both on the Z Ellis computer, counted separately
  • Nurse Rounds Sheet — on the clinic reception desk

The item that matters most is the Scalpel, sitting in the green container on the desk beside that computer. It opens any rusty door with a hatch in the middle, which covers the pharmacy and the south gate of St. Amelia’s Park (11).

Pharmacy back room

At the pharmacy (7), select the Scalpel at the door to cut through and enter. The Restocking Problems document lies on the front counter. In the rear room, open the rusty locker with 6539. The pharmacy posters provide the four digits, but arrange them according to the order in which they appear on CRTV broadcasts, not their locations in the room.

Remove the Prescription Dosage Error Record from the unlocked locker. It is the second item required by the scales.


Farrow Street and Jess’s House: the last required item

Enter the apartment building south of the structure labelled (14) on the map and climb to floor two. In apartment 1/2, find the 21 Farrow Street Back Door Key on the living-room table and the Feeling Unwell Note on the dresser in the bedroom to the left.
Carry the key to Jess’s House’s rear entrance near building (14). Before entering, inspect the note fixed to the back door; the game records it as a Clue.
Inside, check the kitchen counter for Assignment Distribution and the living room table for Legal Advice for Jess, then take the Broken Stethoscope from the bed in the bedroom. That completes the required set.

All four Strange Postcards in Part 1

Strange Postcards are a separate collectible track from Clues and Documents, and they are much easier to walk past. Collecting all 15 across the campaign unlocks the Blur Your Eyes trophy, and four of them are in this chapter.

PostcardWhere to look
#1 — Video storeFar-left side of the island, immediately left of Zoe’s House
#2 — St. Amelia ParkBehind House 3, south of the park, search the bins next to the locked white door
#3 — Farrow StreetLeft from the phone box, at the blocked wall
#4 — Building 16Opposite Jess’s House, upstairs in the child’s bedroom

Postcard #2 is only reachable after you cut open the park’s south gate (11), so pick up the Scalpel before you plan that detour.


Finish Arrival: the scales in the Z Ellis room

Go back to the clinic (6) and into the Z Ellis room at the far end of the corridor, then use the scales. The arrangement is fixed.

  • Left — Broken Stethoscope
  • Middle — Prescription Dosage Error Record
  • Right — Zoe’s Lanyard Badge

With all three seated correctly the puzzle resolves and the chapter closes out, rolling straight into Part 2: Zoe. If nothing happens when you approach the scales, you are missing one of the three items and need to finish the pharmacy locker or Jess’s House first.

Everything found in this chapter remains useful later. The Scalpel continues opening rusty hatch doors farther into town, the flashlight is still required in rooms without power, and every St. Amelia payphone continues to use 100 for saving. Your discovery total influences the ending, so collecting the paperwork is worthwhile; for a sub-four-hour Fleeting Visit achievement run, having the Arrival codes ready saves most of the time.